Event Information

 

Major League Gaming Announces MLG VEGAS, a multi-day esports and digital culture festival in Las Vegas on December 16-18 featuring Call of Duty World League and Overwatch

 

Three-day event to feature the first competition of the Call of Duty World League 2017* and an Overwatch Invitational, both with a prize pool of $100,000.

Team, VIP and General Admission passes available


 

NEW YORK, NY – Major League Gaming Corp., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), presents MLG VEGAS, a festival and fan experience taking place at the Mandalay Bay Resort & Casino, Las Vegas, on December 16-18. The three-day event will play host to the first open event of the Call of Duty World League (CWL), as well as an Overwatch® invitational, and End Game—a special lifestyle event celebrating digital culture.

 

As the kick-off to the first event of CWL 2017, twelve North American teams will begin in pool play. An additional 96 teams will also compete in a double elimination open bracket for a spot on Championship Sunday with $100,000 prize pool. Eight of the top twelve pool play teams will be chosen based on placings of the top North American teams from the Call of Duty Championship. The remaining four teams will be awarded spots based on GameBattles tournament finishes.  More information about the CWL 2017 season will be coming in the next few weeks. All players will be able to earn CWL Pro Points as part of the weekend’s competition.

 

The event will also play host to a $100,000 invitational tournament featuring Blizzard Entertainment’s Overwatch. Eight top teams will do battle in the blockbuster new team-based shooter over the course of the weekend, pitting their diverse rosters of heroes armed with extraordinary weapons and incredible abilities against each other in pursuit of the crown. Fans around the world can watch the excitement via MLG.tv on the web and mobile devices, where the proprietary EVE (Enhanced Viewing Experience) technology will allow them to dive deeper into the stats, players, and teams during the broadcast for the first time in Overwatch competition.  

 

Standing at the intersection of esports, music, and digital culture, End Game will bring together thousands of eager esports fans under one roof for a huge celebration featuring interactive experiences, surprise musical performances and unique opportunities for content creators throughout the weekend.

 

“End Game is going to be the biggest celebration of esports culture in MLG’s history,” said Sundance DiGiovanni, VP of Brands and Content for Major League Gaming. “Video games are a dominant force in pop culture and have as much mindshare with this audience as music, art, or movies. When we looked at other festivals, we saw a huge hole in their programming, and Vegas presented an opportunity for us to celebrate these content creators, esports pros, and digital influencers. To put it simply, if you’re neglecting esports at your events, you are missing out on a huge passion point for a highly-engaged and creative audience.”

 

“The debut season of the CWL was a huge success thanks to our great fans around the world. We’re excited to begin the new competitive year live in Las Vegas,” said Rob Kostich, General Manager and Executive Vice President of Call of Duty, Activision.This is just the first step in what’s going to be a great season. We look forward to seeing everyone in Las Vegas.”


 

Tickets for MLG Vegas are available now at two price levels:

 

  • General Admission $49.99 - General Admission seating for all three days and access to all End Game performances and activities

  • VIP Admission: $149.99 - VIP Admission seating for all three days and access to all End Game performances and activities, VIP hoodie, VIP seating, Early Access to Venue, and VIP Check-In

  • Team Pass: $299.99 – Compete in the Call of Duty World League Las Vegas Open, presented by PlayStation 4

 

For fans who can’t attend MLG Vegas in person, the weekend will be live streamed in HD on www.MLG.tv featuring our Enhanced Viewing Experience (EVE)

 

For more information about  MLG Vegas, please visit mlg.tv/vegas or follow us on Twitter, Instagram and Facebook.

 

 

*CWL 2017 will be played with Call of Duty: Infinite Warfare

# # #

 

ACTIVISION and CALL OF DUTY are trademarks of Activision Publishing, Inc.  All other trademarks and trade names are the properties of their respective owners.

 

MAJOR LEAGUE GAMING is a registered trademark of Major League Gaming Corp‎.


 

 

 

Overwatch: Ticket Information

General Admission Pass

$49.99 - Click here to Purchase

  • Entry to venue for all 3 days plus End Game access

VIP Pass

$149.99 - Click here to Purchase

 

  • Three Day Entrance to the Event Plus End Game Access
  • VIP Hoodie
  • VIP Seating
  • Early Access to Venue
  • VIP Check-in
  • VIP Lounge Access

Overwatch: Schedule

2016 MLG Vegas – Overwatch – Schedule

 

Friday

3:00 PM – Group A – fnatic vs Rise Nation

4:30 PM – Group B – FaZe Clan vs Team Liquid

6:00 PM – Group B – NRG Esports vs Cloud9


Saturday

10:30 AM – Group A – compLexity Gaming vs Team EnVyUs

12:00 PM – Group B Losers Match – Team Liquid vs NRG Esports

1:30 PM – Group A Losers Match – Rise Nation vs TBD

3:00 PM – Group B Winners Match – FaZe Clan vs Cloud9

4:30 PM – Group A Winners Match – fnatic vs TBD

6:00 PM – Group B Decider Match

7:30 PM – Group A Decider Match


 

Sunday

11:00am - Group A --Team EnvyUs vs Cloud 9 
1:00pm - Group B -- FaZe vs FNATIC

3:00 PM – Final

Overwatch: Teams

Teams attending the MLG Las Vegas Overwatch North American Open

  • Faze Clan
  • Cloud9
  • NRG
  • Rise Nation
  • FNATIC
  • Team EnvyUs
  • Team Liquid
  • Complexity

Overwatch: Groups

We are happy to announce the groups for the upcoming Overwatch Invitational at MLG Vegas, December 16-18!

 

Overwatch: Match Per Round

2016 MLG Vegas – Overwatch – Maps per Round

 

Group Play

Group A – Match 1 & 2

Game 1 – King’s Row

Game 2 – Nepal

Game 3 – Dorado

 

Group A – Winner & Loser Matches

Game 1 – Hollywood

Game 2 – Ilios

Game 3 – Numbani

 

Group B – Match 1 & 2

Game 1 – Hollywood

Game 2 – Ilios

Game 3 – Numbani

 

Group B – Winner & Loser Matches

Game 1 – King’s Row

Game 2 – Nepal

Game 3 – Dorado

 

Group A/B – Decider Matches

Game 1 – Gibraltar

Game 2 – Nepal

Game 3 – Route 66

 

Bracket Play

Semifinals

Game 1 – Dorado

Game 2 – Ilios

Game 3 – King’s Row

Game 4 – Volskaya

Game 5 – Gilbraltar

 

Final

Game 1 – Numbani

Game 2 – Nepal

Game 3 – Hollywood

Game 4 – Anubis

Game 5 – Route 66

Game 6 – Ilios

Game 7 – Dorado

 

Tiebreaker

Nepal



 

Overwatch: Prize Breakdown

2016 MLG Vegas – Overwatch – Prizes

 

1st - $40,000

2nd - $20,000

3rd - $12,000

3rd - $12,000

5th - $5,000

5th - $5,000

7th - $3,000

7th - $3,000

 
 

Overwatch: Rules

2016 MLG Vegas – Overwatch – Rules

 

Introduction

Major League Gaming Corp. (“Major League Gaming” or “MLG” or “Sponsor”), will be conducting and hosting the MLG Vegas Overwatch Invitational tournament (the “Tournament”), in accordance with these official rules (“Official Rules”).  

These Official Rules establish all of the rules for the Tournament including the rules of tournament play (including rules governing player eligibility), tournament structure, prize awards and player conduct.  

These Official Rules also contain limitations on liability, license grants and other legally binding contractual terms.

You are required to read and understand these Official Rules before participating in the Tournament.  

You must accept and abide by these Official Rules in order to participate and remain eligible to play in the Tournament.  

By participating in the Tournament, each participant (each a “Player”) accepts these Official Rules and agrees to abide by the terms of these Official Rules, the decisions of MLG (which shall be final and binding in all respects) and to be contacted by MLG or their agents by email, mail and/or telephone regarding the Tournament.

Player Eligibility

A “Player” is defined as any person who is registered to compete on the Roster for a Team during the Competition. Players must meet the following requirements in their entirety in order to be eligible to compete. Players who do not meet these requirements will be deemed ineligible to compete and will be removed from the Competition until these requirements are met.

Administration reserves the right to investigate Player information where eligibility is in question. Players should be prepared to provide a copy of personal identification or other applicable documents to verify that these requirements are met.

 

Age

Each Player must be 16 years or older to participate in the Competition.  

 

Any Player who is a minor under the laws of his or her state (or jurisdiction, if not a United States resident) of residence must be registered by a parent or legal guardian.

 

Employees

 

Employees of MLG and their respective affiliates, subsidiaries, parents, representatives, advertising, promotion and publicity agencies, sponsors (collectively, “MLG Entities”) and the immediate family members and persons living in the same household of each are not eligible.

 

Names

 

Administration reserves the right to restrict or change Player names for any reason at any time. Using alternative spelling in attempt to avoid compliance with the following rules is strictly prohibited.

 

●     Player names may not include a sponsor name.

●     Player names may not include any product name or description.

●     Player names may not include any words that are purely commercial.

●     Player names must comply with the Code of Conduct.

 

Sponsorship

 

Administration reserves the right to restrict sponsor involvement. Involvement from sponsors that fall into the following categories is strictly prohibited:

 

  • Products or Services from Direct Competitors

  • Account Selling, Sharing, or Trading Websites

  • Tobacco Products or cigarettes, including vaping products

  • Alcohol

  • Drugs, narcotics or controlled substances of Any Kind

  • Firearms, Handguns, or Ammunition Providers or Manufacturers

  • Pornography or materials that Administration, in its sole discretion, determines are equivalent

  • Gambling Websites, including websites that offer gambling

 

Entry

In order to participate in MLG Vegas Overwatch Invitational, a Team must be invited by MLG.  Teams must then submit a roster of Players. Limit one registration/entry per person, per Vegas Overwatch Invitational. No other methods of entry will be accepted.

Teams must keep 66% (4 of 6 Players) of their submitted roster to retain their Team invite.

Tournament Format

The Tournament will support 8 Teams in Group Play followed by a 4-Team Single Elimination Bracket.

 

Group Draw

 

Each Team will be drawn into Group A or Group B.

 

Seeding will be determined by the order of the draw.

 

Group Play

 

Group Play will be Best of 3.

 

Each Group will be conducted as follows:

 
  • Match 1 = Team #1 vs Team #4

  • Match 2 = Team #2 vs Team #3

  • Losers Match = Match 1 Losers vs Match 2 Loser

  • Winners Match = Match 1 Winner vs Match 2 Winner

  • Final Match = Losers Match Winner vs Winners Match Loser

 

Teams that win a Winners Match or Final Match will advance to Bracket Play.

 

Bracket Play

 

Semifinals will best Best of 5. Final will be Best of 7.

 

The Single Elimination Bracket will be conducted as follows:

 
  • Semifinal #1 = Group A Winner vs Group B Runner-up

  • Semifinal #2 = Group B Winner vs Group A Runner-up

  • Final = Semifinal #1 Winner vs Semifinal #2 Winner

 

Side Selection

 

Higher Seed will be given the choice of Attack/Defend for Game 1. The Loser of a Game will receive Side Choice for the following Map.

 

If there is no Higher Seed, a Coin Toss will be conducted to determine which Team will be given the choice of Attack/Defend for Game 1.

 
 

Equipment

Players who break any of the following rules may be given a Warning or a Forfeit of the Game. After the first Warning, each subsequent Warning that a Team receives will result in a Forfeit of the Game.

 

Staff will attempt to help Players with technical issues related to their mouse, keyboard, or earbuds, but will not allow such issues to delay the Tournament.

 

Provided

Players must use the PC, Monitor, Headset, and Network Equipment provided by MLG. Players are responsible for ensuring proper function of the audio equipment prior to the start of all Games.

Players competing in a Tournament Match must wear the MLG-provided headset over their ears for the duration of all Games.

 

If a Tournament Official is able to confirm that an issue has occurred during a Game, they will determine whether the Game should be restarted the Game win should be awarded to a Team , or the conditions under which the Game should be resumed.

Player Owned

Players must provide their own mouse, keyboard, mousepad, and earbuds. Players must provide their own headset for use on the Warm-Up Stations.

All Player equipment is subject to approval. MLG reserves the right to deny the use of anything suspected of providing an unfair competitive advantage.

Mice and keyboards must utilize standard USB interfaces. Players may not use PS2 interface equipment.

 

Players competing in a Tournament Match must wear their earbuds in their ears for the duration of all Games.

 

Restrictions

 

Players may not:

 
  • Use 3rd party applications or programs

  • Use USB Flash Drive or other storage device

  • Alter game files or modify drivers

  • Change the video settings in Windows

 

Apparel

All Player apparel must be approved by MLG. MLG reserves the right to require the removal of unapproved apparel as well as the right to disqualify a Player/Team for wearing unapproved apparel.

 

Player Accounts

All Players must use their own Battle.net Account that has their name and address attached correctly. Accounts must be approved by the Administration.

Match Rules

 

Players/Teams that are disqualified prior to the start of the Game will not be allowed to play in the Game. Players/Teams that are disqualified during a Game must quit out of the Game. Players/Teams that are disqualified won’t receive any benefits (Prize, etc.) for their ranking in the Tournament. Such Players/Teams may also be subject to a Temporary Ban from MLG’s Network of Websites and/or a Ban from a future Tournament(s).

 

Arrival

 

The Match schedule is tentative and may be accelerated. Administration must be notified immediately if Players may be late to a Match.

 

All Players are expected to be present and ready to play 30 minutes before a scheduled Match time. A Team which cannot provide a full and eligible roster 5 minutes after a Match’s schedule start time (Grace Period) will forfeit Game 1. If a Team forfeit Game 1, they will forfeit the Match if they don’t have all six Players present by 15 minutes after the Match’s scheduled start time.

 

If a Match hasn’t begun by 15 minutes after the scheduled start time and neither Team has all six Players present, the Match win may be awarded to the higher seeded Team. If a Match can’t begin at its scheduled start time, the Grace Period will begin at the conclusion of the Station’s preceding Match.

 

Under no circumstances may a Team start a Game with less than six (6) Players.

 

Role of Referees

 

Referees are Global LAN League officials who are responsible for making judgments on every match-related issue, question and situation which occurs before, during, and immediately following match play.

 

Their oversight includes, but is not limited to:

 
  • Checking the team’s lineup before a Match.

  • Checking and monitoring player peripherals and Match areas.

  • Announcing the beginning of the Match.

  • Ordering a restart of the Match.

  • Issuing penalties in response to rule violations during the Match.

  • Confirming the end of the Match and its results.

 

Matches played without a referee present will be deemed invalid.

 

Pre-Match Setup

 

For all Matches, the first Team listed in the Schedule must occupy the Red side of the Tournament Station (right side from the audience perspective) and the second Team listed in the Schedule must occupy the Blue side of the Tournament Station.

 

Players will be given ten minutes to setup up their equipment and modify their settings.

 

When 1 minute of pre-game setup or strategy time remains, the Head Referee will initiate the vote for the Game Start Countdown.  All issues that might prevent the Game from starting on-time should be communicated to a Tournament Official prior to Game Start Countdown Vote.

 

Stoppage of Play

 

If a Player or Staff member loses their connection to the Server during the first minute of the Game and no kills have been registered, the Game must be restarted from the beginning.

 

If a Player disconnects from a Game that will not be restarted, they will be allowed to rejoin the Game.  If all Players on a Team are disconnected from a Game at the same time, and the Game will not be restarted, the Team will Forfeit the Game.

 

If a Staff member disconnects from a Game that will not be restarted, but all Players remain in the Game, the Game must be completed.

 

Between Games

 

Coaches may speak to their Players between Games.

 

No warm-up or practice Games are permitted once the Match’s first Game has begun.

 

If their Match has not been completed, Players may ask their Referee for permission to leave their Station. Referees may set a time limit by the end of which the Player must return to their Station or they may deny the Player’s request. Teams may Forfeit a Game(s) if a Player(s) hasn’t returned by the end of their Referee’s set time limit. Teams may Forfeit a Game(s) if a Player(s) leaves their Station without their Referee’s permission, or is otherwise unable to play.

 

Between Matches

 

Teams may ask their Tournament Director for an extended break between Matches. The Tournament Director may set a time limit by the end of which the Team must report to their upcoming Match’s Station or they may also deny the Team’s request. Teams may Forfeit a Game(s) if they haven’t reported to their upcoming Match’s Station by the end of their Tournament Director’s set time limit.

 

Result Disputes

 

In order to dispute Game results, Players/Teams must notify their Referee that they would like to Protest a Game before a new Game has begun. In order to dispute Match results, Players/Teams must notify their Referee that they would like to Protest the Match before the Match’s Score Sheet has been submitted.

 

Competitive Settings

 

All Matches will be played on PC.

 

Game Size

 

All Matches will be played 6v6.

 

Game Modes

 

All Games will be played on Assault, Escort, Hybrid, or Control game modes using the standard online Competitive Play Modes.

 

Draw

 

Games that end in a Draw will be ignored from the final Match result. If the Match result end in a tie (2-2 in Best of 5), then a Best of 3 Control Map will be played to determine the Match winner.

 

If the Match ends in a tie during Group Play, the Map played will be Ilios.

If the Match ends in a tie during Bracket Play, the Map played will be Lijang Tower.

 

Game Settings

 

The following settings will be used for all Matches:

 

Rule Set

 

Rule Set: Competitive

 

Map Options

 

Map Rotation: After a Mirror Match

Map Order: Single Map

Return to Lobby: After a Mirror Match

 

Maps

 

Choose the Map of the Match

 

Hero Options

 

Hero Selection Limit: One per team

Role Selection Limit: None

Allow Hero Switching: On

Respawn as Random Hero: Off

 

Heroes

 

All Heroes On.

 

Gameplay Options

 

High Bandwidth: On

Control Game Mode Format: Best of 5

Health Modifier: 100%

Damage Modifier: 100%

Healing Modifier: 100%

Ultimate Charge Rate Modifier: 100%

Respawn Time Modifier: 100%

Ability Cooldown Modifier: 100%

Disable Skins: OFF

Disable Health Bars: Off

Disable Kill Cam: On

Disable Kill Feed: Off

Headshots Only: Off

 

Team Options

 

Team Balancing: Off

When Balancing Occurs: After a Mirror Match

 

Match Server

 

All Matches will be played on the Overwatch online servers. All Matches will operate using the current live patch.

 

Skins

 

Players are not allowed to use hero skins.

 

Players are allowed to use golden guns, emotes, and sprays at their discretion.

 

Conduct

 

Foul

 

Players and Coaches may not use a USB flash drive, unplug anything from a Monitor, PC, or audio equipment, or touch power units without a Tournament Official’s permission.  Players and Coaches may not move a Monitor, PC, or audio equipment without a Tournament Official’s permission.  Players and Coaches may not adjust Monitor Settings, other than Volume, without a Tournament Official’s permission.

 

Players may not communicate with a Spectator, or a Player other than a teammate or an opponent(s).

Players and Coaches may not use vulgar language in excess.  Excessive use of vulgar language is defined as consistent use of vulgar language that is audible to Spectators of the Match or a single use of vulgar language that is audible to Spectators of another Match.

 

Coaches may not taunt an opposing Player or Coach.  Taunting of an opposing Player or Coach is defined as derogatory language or gestures, aimed at an opponent, which is audible and/or visible to the opponent.

 

Players may not chat about companies, sponsors, or products.

 

Players/Teams may not use a Match’s designated Station for Warm-Up Games during, or prior to the start of, a Match without a Tournament Official’s permission.

 

Players/Teams that haven’t been eliminated from the Tournament have priority over other Players/Teams regarding the use of Stations for Warm-Up.

 

Technical Foul

 

Players and Coaches may not stand on chairs, tables, or other MLG equipment.

 

Players and Coaches may not verbally abuse a Tournament Official. Verbal abuse of a Tournament Official includes, but is not limited to, the use of vulgar language directed at a Tournament Official, the use of insulting words or gestures directed at a Tournament Official, and excessive argument with a Tournament Official that results in the delay of a Match.

 

Players and Coaches may not direct vulgar language at a Player, Coach, or Spectator.

 

Players and Coaches may not incite Spectators into taunting a Player, Coach, or Spectator.

 

Players and Coaches may not taunt or celebrate in excess.  Excessive taunting or celebration includes, but is not limited to, post-Match taunting or celebration directed at or referencing an opponent(s).  Post-Match interactions between opponents must be limited to acts of sportsmanship.

 

Players and Coaches may not engage in unsportsmanlike physical contact.

 

Players and Coaches may not throw anything in the direction of an opponent.  Players and Coaches may not throw anything into the audience that could cause injury.

 

Additional

 

Players and/or Teams are expected to put forth their best effort in all Games.

 

Players and Coaches who are registered for the Tournament may not participate in Fantasy Sports or gambling that use the Tournament’s stats or results.

 

Players and/or Teams may not intentionally Forfeit a Game or conspire to manipulate Rankings or Brackets.

 

Players and Coaches are expected to treat all members of MLG Staff, and Sponsors, with respect.

 

Public discussions of, or agreements to, avoiding the use of abilities, items, weapons, or strategies are prohibited.

 

Public statements made about private information, unofficial Roster changes, and disparaging remarks made about MLG or its partners are prohibited.

 

Penalties

 

Players and Coaches found to have broken a Foul Rule will be issued a Foul.   For every two Fouls that a Player or Coach receives, they will be issued a Technical Foul.

 

Players found to have broken a Technical Foul Rule will be issued a Technical Foul.  If a Player receives a Technical Foul, the opposing Team will be allowed to switch the side choice for 1 upcoming Game in the Match.  If necessary, these penalties will be carried over from one Match to the next.

 

Violations of any of the Additional Rules may result in a Forfeit of the current Match and/or all future Matches in the Tournament (Disqualified).  The Team may also be forced to continue the current Match shorthanded.

 

Teams that Forfeit a Match, and Players and Coaches found to have broken any Conduct Rules may be subject to penalties such as a Forfeit of a Prize, a Fine, and/or a Ban from a future Tournament(s).

 

Tournament Officials may issue a Foul, Technical Foul, or Disqualify a Player/Team for acts of misconduct not listed.

 

Call of Duty: Ticket Information

Call of Duty Team Pass

$299.99 - Click here to Purchase

  • 4 Player Passes & 1 Coach or Manager Pass, Plus End Game Access

General Admission Pass

$49.99 - Click here to Purchase

  • Entry to venue for all 3 days plus End Game access

VIP Pass

$149.99 - Click here to Purchase

 

  • Three Day Entrance to the Event Plus End Game Access
  • VIP Hoodie
  • VIP Seating
  • Early Access to Venue
  • VIP Check-in
  • VIP Lounge Access

Call of Duty: Pool Play Schedule


2016 MLG Vegas – Call of Duty – Pool Play Schedule

 
 

Friday

2:00 PM – Pool C - Cloud9 vs Team Kaliber (Main Stage)

2:00 PM – Pool B - Rise Nation vs Team Revenge (Red Stage)

3:15 PM – Pool D - Luminosity Gaming vs Allegiance (Main Stage)

3:15 PM – Pool A - Team EnVyUs vs The Gosu Crew (Red Stage)

4:30 PM – Pool B - OpTic Gaming vs Team Revenge (Main Stage)

4:30 PM – Pool A - FaZe Clan vs The Gosu Crew (Red Stage)

5:45 PM – Pool D - Luminosity Gaming vs compLexity Gaming (Main Stage)

5:45 PM – Pool C - Cloud9 vs Echo Fox (Red Stage)

7:00 PM – Pool A - Team EnVyUs vs FaZe Clan (Main Stage)

7:00 PM – Pool C - Team Kaliber vs Echo Fox (Red Stage)

8:15 PM – Pool B - Rise Nation vs OpTic Gaming (Main Stage)

8:15 PM – Pool D - Allegiance vs compLexity Gaming (Red Stage)

 

Saturday

3:00 PM – Pool A – Team EnVyUs vs Elevate (Main Stage)

3:00 PM – Pool B – Rise Nation vs e6 (Red Stage)

3:00 PM – Pool C – Cloud9 vs Splyce (Blue Stage)

3:00 PM – Pool D – Allegiance vs EG (Green Stage)

4:15 PM – Pool B  – OpTic Gaming vs e6 (Main Stage)

4:15 PM – Pool A – FaZe Clan vs Elevate (Red Stage)

4:15 PM – Pool C – Team Kaliber vs Splyce (Blue Stage)

4:15 PM – Pool D – compLexity Gaming vs EG (TBD Stage)

5:30 PM – Pool D – Luminosity Gaming vs EG (Main Stage)

5:30 PM – Pool C – Echo Fox vs Splyce (Red Stage)

5:30 PM – Pool A – The Gosu Crew vs Elevate (Blue Stage)

5:30 PM – Pool B – Revenge vs e6 (TBD Stage)

 

 

 

Call of Duty: Open Bracket Schedule

2016 MLG Vegas – Call of Duty – Schedule

 

Friday

2:00 PM – 9:30 PM – Pool Play

1:00 PM – Open Bracket Winners 1 – Heat 1

2:00 PM – Open Bracket Winners 1 – Heat 2

3:00 PM – Open Bracket Winners 2 – Heat 1

4:00 PM – Open Bracket Winners 2 – Heat 2

5:00 PM – Open Bracket Winners 2 – Heat 3

6:00 PM – Open Bracket Winners 2 – Heat 4

7:00 PM – Open Bracket Losers 1 – Heat 1

8:00 PM – Open Bracket Losers 1 – Heat 2

9:00 PM – Open Bracket Winners 3 – Heat 1

10:00 PM – Open Bracket Winners 3 – Heat 2


Saturday

2:00 PM – 6:45 PM – Pool Play

10:00 AM – Open Bracket Winners 4

11:00 AM – Open Bracket Winners 5 – Heat 1 & Losers 2 – Heat 1

12:00 PM – Open Bracket Winners 5 – Heat 1 & Losers 2 – Heat 2

1:00 PM – Open Bracket Winners 6 & Losers 3 – Heat 1

2:00 PM – Open Bracket Losers 3 – Heat 2

3:00 PM – Open Bracket Losers 4

4:00 PM – Open Bracket Losers 5

5:00 PM – Open Bracket Losers 6

6:00 PM – Open Bracket Losers 7

7:00 PM – Open Bracket Losers 8

7:30 PM – Champ Bracket Winners 1

8:00 PM – Open Bracket Losers 9

8:45 PM – Champ Bracket Semi #1

9:00 PM – Champ Bracket Losers 1

10:00 PM – Champ Bracket Semi #2

10:15 PM – Champ Bracket Losers 2

 

Sunday

10:00 AM – Champ Bracket Losers 3

11:15 AM – Champ Bracket Losers 4

12:30 PM – Champ Bracket Losers 5

1:45 PM – Champ Bracket Winners Final & Losers 6

3:00 PM – Champ Bracket Losers Final

4:15 PM – Champ Bracket Grand Finals

5:30 PM – Champ Bracket Grand Finals #2 (if needed)

 

 

Call of Duty: Groups

Call of Duty: Prize Pool & Pro Points

2016 MLG Vegas – Call of Duty – Prizes

 

1st - $40,000

2nd - $24,000

3rd - $16,000

4th - $8,000

5th - $4,000

5th - $4,000

7th - $2,000

7th - $2,000

 

2016 MLG Vegas – Call of Duty – Pro Points

 

1st - 10,000

2nd - 6,000

3rd - 4,400

4th - 3,600

5th - 3,200

7th - 2,800

9th - 2,200

13th - 1,800

17th - 1,200

21st - 1,100

25th - 900

29th - 700

37th - 600

45th - 400

 

Call of Duty: Maps Per Round

2016 MLG Vegas – Call of Duty – Maps per Round

 

Pool Play

1 vs 2, 3 vs 4

Game 1 – Hardpoint –  Scorch

Game 2 – Search and Destroy – Crusher

Game 3 – Uplink – Precinct

Game 4 – Hardpoint – Retaliation

Game 5 – Search and Destroy – Throwback

 

1 vs 3, 2 vs 4

Game 1 – Hardpoint – Breakout

Game 2 – Search and Destroy – Retaliation

Game 3 – Uplink – Frost

Game 4 – Hardpoint – Throwback

Game 5 – Search and Destroy – Scorch

 

1 vs 4, 2 vs 3

Game 1 – Hardpoint – Retaliation

Game 2 – Search and Destroy – Scorch

Game 3 – Uplink – Throwback

Game 4 – Hardpoint – Breakout

Game 5 – Search and Destroy – Crusher

 

Tiebreakers

Game 1 – Search and Destroy – Retaliation

Game 2 – Search and Destroy – Throwback

Game 3 – Search and Destroy – Scorch

Game 4 – Search and Destroy – Crusher

 

Open Bracket

Winners Bracket

Winners Round 1

Game 1 – Hardpoint – Retaliation

Game 2 – Uplink – Frost

Game 3 – Search and Destroy – Crusher

 

Winners Round 2

Game 1 – Hardpoint – Throwback

Game 2 – Uplink – Precinct

Game 3 – Search and Destroy – Scorch

 

Winners Round 3

Game 1 – Hardpoint – Scorch

Game 2 – Uplink – Throwback

Game 3 – Search and Destroy – Retaliation

 

Winners Round 4

Game 1 – Hardpoint – Breakout

Game 2 – Uplink – Frost

Game 3 – Search and Destroy – Throwback

 

Winners Round 5

Game 1 – Hardpoint – Retaliation

Game 2 – Uplink – Precinct

Game 3 – Search and Destroy – Scorch

 

Winners Round 6

Game 1 – Hardpoint – Scorch

Game 2 – Uplink – Throwback

Game 3 – Search and Destroy –  Crusher

 

Losers Bracket

Losers Round 1

Game 1 – Hardpoint – Breakout

Game 2 – Uplink – Frost

Game 3 – Search and Destroy – Throwback

 

Losers Round 2

Game 1 – Hardpoint – Scorch

Game 2 – Uplink – Throwback

Game 3 – Search and Destroy – Retaliation

 

Losers Round 3

Game 1 – Hardpoint – Throwback

Game 2 – Uplink – Precinct

Game 3 – Search and Destroy – Scorch

 

Losers Round 4

Game 1 – Hardpoint – Breakout

Game 2 – Uplink – Frost

Game 3 – Search and Destroy – Throwback

 

Losers Round 5

Game 1 – Hardpoint – Scorch

Game 2 – Uplink – Throwback

Game 3 – Search and Destroy – Retaliation

 

Losers Round 6

Game 1 – Hardpoint – Retaliation

Game 2 – Uplink – Precinct

Game 3 – Search and Destroy – Scorch

 

Losers Round 7

Game 1 – Hardpoint – Breakout

Game 2 – Uplink – Frost

Game 3 – Search and Destroy – Throwback

 

Losers Round 8

Game 1 – Hardpoint – Scorch

Game 2 – Uplink – Throwback

Game 3 – Search and Destroy –  Crusher

 

Losers Round 9

Game 1 – Hardpoint – Throwback

Game 2 – Uplink – Precinct

Game 3 – Search and Destroy – Retaliation

 

Championship Bracket

Winners Bracket

Winners Round 1

Game 1 – Hardpoint – Breakout

Game 2 – Search and Destroy – Scorch

Game 3 – Uplink – Throwback

Game 4 – Hardpoint – Retaliation

Game 5 – Search and Destroy – Crusher

 

Winners Semifinals

Game 1 – Hardpoint – Scorch

Game 2 – Search and Destroy – Throwback

Game 3 – Uplink – Frost

Game 4 – Hardpoint – Throwback

Game 5 – Search and Destroy – Retaliation

 

Winners Final

Game 1 – Hardpoint – Retaliation

Game 2 – Search and Destroy – Crusher

Game 3 – Uplink – Precinct

Game 4 – Hardpoint – Scorch

Game 5 – Search and Destroy – Throwback

 

Grand Final

Game 1 – Hardpoint – Throwback

Game 2 – Search and Destroy – Retaliation

Game 3 – Uplink – Frost

Game 4 – Hardpoint – Breakout

Game 5 – Search and Destroy – Scorch

 

Grand Final #2 (if needed)

Game 1 – Hardpoint – Scorch

Game 2 – Search and Destroy – Crusher

Game 3 – Uplink – Precinct

Game 4 – Hardpoint – Retaliation

Game 5 – Search and Destroy – Throwback

 

Losers Bracket

Losers Round 1

Game 1 – Hardpoint – Scorch

Game 2 – Search and Destroy – Throwback

Game 3 – Uplink – Frost

Game 4 – Hardpoint – Throwback

Game 5 – Search and Destroy – Retaliation

 

Losers Round 2

Game 1 – Hardpoint – Breakout

Game 2 – Search and Destroy – Scorch

Game 3 – Uplink – Throwback

Game 4 – Hardpoint – Retaliation

Game 5 – Search and Destroy – Crusher

 

Losers Round 3

Game 1 – Hardpoint – Retaliation

Game 2 – Search and Destroy – Crusher

Game 3 – Uplink – Precinct

Game 4 – Hardpoint – Scorch

Game 5 – Search and Destroy – Throwback

 

Losers Round 4

Game 1 – Hardpoint – Scorch

Game 2 – Search and Destroy – Throwback

Game 3 – Uplink – Frost

Game 4 – Hardpoint – Throwback

Game 5 – Search and Destroy – Retaliation

 

Losers Round 5

Game 1 – Hardpoint – Throwback

Game 2 – Search and Destroy – Retaliation

Game 3 – Uplink – Throwback

Game 4 – Hardpoint – Breakout

Game 5 – Search and Destroy – Scorch

 

Losers Round 6

Game 1 – Hardpoint – Retaliation

Game 2 – Search and Destroy – Crusher

Game 3 – Uplink – Precinct

Game 4 – Hardpoint – Scorch

Game 5 – Search and Destroy – Throwback

 

Losers Final

Game 1 – Hardpoint – Breakout

Game 2 – Search and Destroy – Scorch

Game 3 – Uplink – Throwback

Game 4 – Hardpoint – Retaliation

Game 5 – Search and Destroy – Crusher

 
 
 

Call of Duty: Rules

2016 MLG Vegas – Call of Duty: Infinite Warfare – Rules
 

Major League Gaming Corp. (“Major League Gaming” or “MLG” or “Sponsor”), will be hosting the 2016 Call of Duty World League (“CWL” or “Competition”) Infinite Warfare Las Vegas Open (the “Tournament”).  The Tournament will be governed by the following: (i) the 2017 CWL Handbook (the “Handbook”); (ii) MLG’s Terms of Service and MLG’s Privacy Policy; and (iii) these live event tournament official rules (“Tournament Rules”), unless otherwise indicated.  If there is an inconsistency between the Handbook or these Tournament Rules, these Tournament Rules shall control.  Defined terms used in these Tournament Rules shall have the meanings and definitions ascribed to them in the Handbook, unless otherwise noted herein.

 

The current versions of MLG’s Terms of Service and Privacy Policy are available at:

 

Terms of Service: https://accounts.majorleaguegaming.com/terms_of_service

Privacy Policy: https://accounts.majorleaguegaming.com/privacy_policy

 

If there is a conflict between the Terms of Service or Privacy Policy and the Handbook, the provisions of the Handbook govern.

 

THESE TOURNAMENT RULES MAY BE UPDATED AND MODIFIED AT ANY TIME, FOR ANY REASON.  RULINGS MAY BE MADE OUTSIDE THE SCOPE OF THESE TOURNAMENT RULES IN ORDER TO PRESERVE FAIR PLAY AND TOURNAMENT INTEGRITY.  PARTICIPATION IN THE TOURNAMENT CONSTITUTES YOUR FULL AND UNCONDITIONAL AGREEMENT TO THE HANDBOOK, THESE TOURNAMENT RULES AND THE ADMINISTRATION’S DECISIONS, WHICH ARE FINAL AND BINDING IN ALL MATTERS AND IN ALL RESPECTS. WINNING A PRIZE IS CONTINGENT UPON FULFILLING ALL REQUIREMENTS SET FORTH IN THE HANDBOOK AND THESE TOURNAMENT RULES.

 

THESE TOURNAMENT RULES AND ALL DISPUTES RELATED TO OR ARISING OUT OF YOUR PARTICIPATION IN A TOURNAMENT ARE GOVERNED BY A BINDING ARBITRATION CLAUSE IN SECTION 14 BELOW AND A WAIVER OF CLASS ACTION RIGHTS.  THAT CLAUSE AFFECTS YOUR LEGAL RIGHTS AND REMEDIES, AND YOU SHOULD REVIEW IT CAREFULLY BEFORE ACCEPTING THE HANDBOOK AND THESE TOURNAMENT RULES.

 

1. Eligibility.  Eligibility for a Tournament is as set forth in Section 3 of the Handbook.  

 

2. Registration.

 

a. Online Registration for the Tournament opened on Monday, October 24, 2016.

 

b. Online Registration for the Tournament will close at 11:59 PM EDT on Sunday, December 11, 2016.

 

c. Team Passes will not be sold at Check-in. Questions regarding a Team Pass must be emailed to leagueops@mlg.tv by 5PM EDT on Tuesday, December 13, 2016.

 

d. The Tournament Team Pass Price is $299.99.

 

e. Except as otherwise provided by the Administration, all Team Pass sales are final. No refunds, transfers, or resales will be granted.

 

f. All Players must use Team Builder (http://teambuilder.majorleaguegaming.com) to complete their Registration.

 

3. Open Bracket.

 

a. Format.

 

1. The open bracket will allow for up to 160 Teams.

 

2. The open bracket will be double elimination. After losing a Match in the winners’ bracket, Teams will enter the losers bracket. A Match loss in the losers’ side of the bracket will result in elimination from the Tournament.

 

3. All rounds will be Best of 3 games.

 

4. When 4 Teams remain in the open winners’ bracket, they will be placed into pool play.

 

5. When 4 Teams remain in the open losers’ bracket, they will be placed in championship bracket losers round 1.

 

b. Seeding.

 

1. Registered Teams will be seeded for the open bracket by their total CWL Pro Points as of 9 AM EDT on Monday, December 12th.

 

2. Incomplete Teams will be seeded last.

 

3. Teams that are completed after the open bracket is seeded will be seeded last, regardless of their CWL Pro Points.

 

4. Pool Play.

 

a. Format

 

1. Pool play will have 4 pools of 4 Teams.

 

2. All Matches will be Best of 5 games.

3. Teams will play one Match against each of the other Teams in their pool.

 

4. Teams finished their pool in 1st and 2nd place will be placed in the championship winners’ bracket round 1. Teams finishing their pool in 3rd place will be placed in championship bracket losers’ round 2. Teams finishing their pool in 4th place will be placed in championship bracket losers’ round 1.

 

b. Seeding.

 

1. Pools will consist of: Top 8 North American rosters from the Call of Duty Championships 2016 and 4 North American Teams from the online qualifier.

 

2. The #1 North American COD Champs Team will be placed in pool A. The #2 North American COD Champs Team will be placed in pool B. The #3-4 North American COD Champs Teams will be randomly drawn, one into pool C and one into pool D. The #5-8 North American COD Champs Teams will be randomly drawn, one into each pool. The 4 Teams from the online qualifier will be randomly drawn, one into each pool.

 

3. North American Call of Duty Championship rosters must submit their roster by 11:59 PM EST on Friday, November 25, 2016.

 

4. If a North American Call of Duty Championship roster does not submit a roster with at least 3 of 4 players from their Call of Duty championships roster, they will lose their pool play position.

 

5. If a pool play spot(s) is vacated due to pool play seeding rule 4 above, Teams seeded below that spot will move up in seeding.

 

6. If a pool play spot(s) is vacated due to pool play seeding rule 4 above, the next highest placing Team at COD Champs will take the place of the team(s).

 

7. Pool play seeds will be determined after Teams have already been assigned to a pool. These seeds will be determined by draw order and snake seeding.

 

8. A pool play Team’s seed is used to govern side choices and main stage seating.

 

9. The final 4 open winners’ bracket Teams will be seeded #13-16 for pool play based on their open bracket seed.

 

10. The #13th seed will be added to pool D, #14th seed will be added to pool C, #15th seed will be added to pool B, and #16th seed will be added to pool A.

 
 
 
 

c. Ranking & Tiebreakers.

 

1. Pool play ranking (1st – 4th) will be determined using each Team’s record of Matches won and lost.

 

2. Pool play standings ties will be broken using head to head Match winning percentage (pool play Matches won vs. tied Teams / pool play Matches played vs. tied Teams).

 

3. If head to head Match winning percentage can’t break a tie, head to head game winner percentage (pool play games won vs. tied Teams / pool play games played vs. tied teams) will be used to break the tie.

 

4. If head to head game winning percentage can’t break a tie, overall game winning percentage (pool play games won / pool play games played) will be used to break the tie.

 

5. The higher number will win all the aforementioned tiebreakers.

 

6. If the aforementioned tiebreakers can’t break a tie for 3rd place, the tie will be broken by pool play seed with the higher seed winning the tiebreaker. The highest seed is 1.

 

7. If the aforementioned tiebreakers can’t break a tie for 1st place or 2nd place, the tied Teams will be scheduled to play a best of 1 game round robin tiebreaker. The tiebreaker game mode will be Search and Destroy. For the Map, see 2016 MLG Vegas – Call of Duty: Infinite Warfare – game types in rounds.  After each Team has played all other tied Teams in the tiebreaker game type, their records of games won and games lost will be used to break the tie. If there is still a tie that can’t be broken by the tiebreakers, an additional best of 1 game round robin tiebreaker(s) will be played until the tie can be broken.

 

8. If there is a tie involving more than two Teams and a tiebreaker resolved the tie for a Team(s), but leaves at least two Teams tied, the tie(s) that remains will be broken by starting over with the head to head match winning percentage tiebreaker.

 

d. Replacement Teams.

 

1. If a pool play Team chooses not to participate in the Tournament and notifies the Administration prior to the start of the Tournament, the Administration reserves the right to replace the Team with a Team of their choice.

 

2. If a pool play Team chooses not to participate in the Tournament and notifies the Administration after the start of the Tournament, a replacement Team will not be selected to take their place.

3. If a replacement Team is needed for pool play and all pools have been set, the replacement Team will be given the #12th seed and will be assigned to the same pool as the Team they have replaced. As a result, other pool play Teams may see their seed change. However, all other pool play Teams will keep their pool assignment.

 

5. Championship Bracket.

 

a. Format

 

1. Championship bracket will be double elimination.

 

2. All Matches will be best of 5 games.

 

3. Championship bracket winners’ bracket will be conducted as follows:

 

A. Round 1 Match #1 = Pool A 1st place vs Pool C 2nd place

B. Round 1 Match #2 = Pool D 1st place vs Pool B 2nd place

C. Round 1 Match #3 = Pool C 1st place vs Pool A 2nd place

D. Round 1 Match #4 = Pool B 1st place vs Pool D 2nd place

E. Semifinal #1 = round 1 Match #1 winner vs round 1 Match #2 winner

F. Semifinal #2 =round 1 Match #3 2inner vs round 1 Match #4 winner

G. Final = semifinal #1 winner vs semifinal #2 winner

 

4. After losing a Match in the championship winners’ bracket, Teams will enter the championship losers bracket. A Match loss in the championship losers’ bracket or the grand final will result in elimination from the Tournament.

 

5. When one Team remains in both the championship winners’ bracket and the championship losers’ bracket those Teams will compete against each other in the grand final.

 

6. The grand final will begin with an initial Match. If the winners’ bracket Team wins the initial Match, they will win the tournament.

7. If the losers’ bracket Team wins the initial Match, a second Match must be played. The winner of the second Match will win the Tournament.

 

b. Seeding.

 

1. Pool play Teams will keep their pool play seed in the championship bracket.

 

2. The final 4 open losers’ bracket Teams will be seeded #17-#20 for the championship bracket based on their open bracket seed.

 

6. Maps per Round.  Maps will be played as shown on the MLG Vegas – Call of Duty: Infinite Warfare – Maps per Round document on mlg.tv/events.

 7. General.

 

a. Any violation of the rules set forth in the Handbook or in these Tournament Rules, including, without limitation, any form of cheating, may result in disciplinary action, including a forfeit of the game/Match and/or disqualification from the Tournament.

 

b. Players/Teams that are disqualified prior to the start of a game will not be allowed to play in the game.  Players/Teams that are disqualified during a game must quit out of the game.  Players/Teams that are disqualified won’t receive any benefits (Prize, Pro Points, etc.) for their ranking in the Tournament.  Such Players/Teams may also be subject to a temporary ban from MLG’s network of websites and/or a ban from a future Tournament(s).

 

c. All Player and Coach apparel must be approved by the Administration.  The Administration reserves the right to require the removal of unapproved apparel as well as the right to disqualify a Player/Team for wearing unapproved apparel.

 

d. Teams must have all four Players present in order to start a game. A Team will forfeit game 1 if they do not have all four Players present by 5 minutes after a Match’s scheduled start time (Grace Period).  If a Team forfeited game 1, they will forfeit the Match if they do not have all four Players present by 15 minutes after the Match’s scheduled start time. Teams that played a previous game(s) in a Match will forfeit a game 2, 3, etc. if they do not have all four Players present by the expiration of the Grace Period.  If a Match has not begun by 15 minutes after the scheduled start time and neither Team has all four Players present, the Match win may be awarded to the higher seeded Team.  If a Match cannot begin at its scheduled start time, the Grace Period will begin at the conclusion of the station’s preceding Match.

 

e. If a Match has not been completed, Players may ask the Administration for permission to leave their station.  The Administration may set a time limit by the end of which the Player must return to their station or they may deny the Player’s request.  Teams may forfeit a game(s), or be forced to play a game(s) shorthanded, if a Player(s) has not returned by the end of the Administration’s set time limit.  Teams may forfeit a game(s), or be forced to play a game(s) shorthanded, if a Player(s) leaves their station without the Administration’s permission, or is otherwise unable to play.

 

f. Teams may ask the Administration for an extended break between Matches.  The Administration may set a time limit by the end of which the Team must report to their upcoming Match’s station or they may also deny the Team’s request.  Teams may forfeit a game(s), or be forced to play a game(s) shorthanded, if they have not reported to their upcoming Match’s station by the end of the Administration's set time limit.

 

g. Coaches may speak with their Players during and between games.

 

h. In order to dispute game results, Players/Teams must notify the administration that they would like to protest the game before a new game has begun.  In order to dispute Match results, Players/Teams must notify the Administration that they would like to protest the Match before the Match’s score sheet has been submitted.

 

i. Teams may request that they be allowed to concede victory of a Game.  

 

j. Requests made pertaining to general rules h-i will be decided upon by the Administration.

 

 8. Gameplay.

 

a. Players competing will use a provided profile for all Matches.

 

b. For all main stage Matches, the higher seeded Team must occupy the red side of the station (right side from the audience perspective) and the lower seeded Team must occupy the blue side of the station.

 

c. Players will have five minutes before the start of a Match and one minute in between each game to adjust their equipment and options, and ensure their headset is functioning properly. Five-minute time limits will begin after all Players are seated. One-minute time limits will begin at the conclusion of the preceding game.

 

d. No warm-up or practice games are permitted once the Match’s first game has begun.

 

e. Players and Coaches may not look at an opposing Player’s monitor. Players may not look at an opposing Player’s projected screen during a game.

 

f. Players and Coaches may not intentionally manipulate a button, trigger, bumper, D-Pad, and/or joystick on a teammate’s controller during a game. Coaches may not touch a Player’s controller during a game.

 

g. Players may not move their character outside of the normal boundaries of a Map. Moving outside of the normal boundaries of a Map includes but is not limited to part of the character’s body passing through what should be a non-permeable surface or object, and moving into any area from which Your character registers shots on an opponent who is not able to register shots on Your character.

 

h. Breaking any gameplay may be subject to disciplinary action, including forfeit of a game.

 

i. If a round/game is started without the approval of the Administration, it will be restarted from the beginning.

 

j. If a Player or the Administration fails to load into a round/game or loses their connection to the game during or prior to the pre-game Match timer, the round/game must be restarted from the beginning.

 

k. If the Administration disconnects from a game after the pre-game Match timer has ended, but all Players remain in the game, the game must continue.

 

l. Players who voluntarily disconnect from a game before it has ended, will be allowed to rejoin the game, but a Team may forfeit the game if all of their Players disconnect without the Administration’s permission.

 

m. Players who end a game without the Administration’s permission, or switch their faction after the pre-game Match timer has ended, may forfeit the round/game. If a Player disconnects after the pre-game Match timer has ended, ending the game without the Administration’s permission will result in the forfeit of the round/game.

 

n. If a Player finds that their character hasn’t respawned after the proper amount of time, they should notify the Administration immediately. If the Administration is able to confirm that this has occurred, the Administration will determine whether the round/game should be restarted, the game win should be awarded to a Team, or the conditions under which the round/game should be resumed.

 

o. Teams must use full screen (1 Player per monitor) for all games.

 

p. Players should set their faction in the lobby. If a Player is ever a member of the wrong side after the pre-game Match timer has expired, their Team may forfeit the game.

 

9. Spectator.

 

a. Spectators* may not stand within two feet of a seated Player.

 

b. Spectators may not touch a Player.

 

c. Spectators may not interfere with the Administration’s ability to preside over a Match.

 

d. Spectators may not touch or get on a main stage or feature station.

 

e. Spectators may not attempt to coach a Player/Team.

 

f. Spectators must heed all warnings and follow all instructions given by the Administration.

 

g. Spectators may be made to move, made to leave an area, or removed from the venue, at any time, for any reason.

 

*A Spectator is anyone who is not currently competing in a Match. Therefore, Players and Coaches shall be considered Spectators when they are not competing in a Match. The start of a Match is marked by all Players seated at the station prior to the start of game 1 and the end of a Match is marked by a Team winning the Match’s final game.  

 

10. Fouls.

 

a. Players and Coaches may not eject a disc from a console, use a memory card or USB flash drive, unplug anything from a monitor, console, or audio equipment, or touch power units without the Administration’s permission.

 

b. Players and Coaches may not move a monitor, console, or audio equipment without the Administration’s permission.

 

c. Players and Coaches may not adjust monitor settings, other than volume, without the Administration’s permission.

 

d. Players may not communicate with a Spectator, or a Player other than a teammate or an opponent(s).

 

e. Players and Coaches may not use vulgar language.

 

f. Coaches may not taunt an opposing Player or Coach. Taunting of an opposing Player or Coach is defined as derogatory language or gestures, aimed at an opponent, which is audible and/or visible to the opponent.

 

g. Players may not discuss or chat about companies, sponsors, or products.

 

h. Players/Teams may not use a Match’s designated station for warm-up games during, or prior to the start of, a Match without the Administration’s permission.

 

i. Players/Teams that haven’t been eliminated from the Tournament have priority over other Players/Teams regarding the use of stations for warm-up.

 

11. Technical Fouls.

 

a. Players and Coaches may not stand on chairs, tables, or other equipment.

 

b. Players and Coaches may not verbally abuse the Administration. Verbal abuse of the Administration includes, but is not limited to, the use of vulgar language directed at the Administration, the use of insulting words or gestures directed at the Administration, and excessive argument with the Administration that results in a delay of a Match.

 

c. Players and Coaches may not direct vulgar language at a Player, Coach, or Spectator.

 

d. Players and Coaches may not incite Spectators into taunting a Player, Coach, or Spectator.

 

e. Players and Coaches may not taunt or celebrate in excess.  Excessive taunting/celebration includes, but is not limited to, post-Match taunting or celebration directed at or referencing an opponent(s).  Post-Match interactions between opponents must be limited to acts of sportsmanship.

 

f. Players and Coaches may not engage in unsportsmanlike conduct.

 

g. Players and Coaches may not throw anything in the direction of an opponent.

 

h. Players and Coaches may not throw anything into the audience.

 

12.   Penalties.

 

a. Players and Coaches found to have broken a rule will be issued a foul. For every two fouls that a Player or Coach receives, they will be issued a technical foul.

 

b. Players and Coaches found to have broken a technical foul rule will be issued a technical foul. If a Player or Coach receives a technical Foul, the opposing Team will be allowed to switch side choice for 1 upcoming game in the Match. If necessary, these penalties will be carried over from one Match to the next or one Tournament (Online or Offline) to the next. If a penalty is carried over from one Tournament to the next, it will be carried over by only the Player or Coach who received the technical foul.

 

c. Violations of any of the rules may result in a forfeit of the current Match and/or disqualification from the Tournament. The Team may also be forced to continue the Tournament shorthanded.

 

d. Teams that forfeit a Match and Players, Coaches, Managers, and Owners found to have broken any rules set forth in the Handbook or these Tournament Rules may be subject to disciplinary action, including, without limitation, penalties such as a temporary ban from MLG’s Network of Websites, forfeit of a prize, a fine, and/or a ban from a future Tournament(s) or the Competition.

 

e. The Administration may issue a foul, technical foul, or disqualify a Player/Team for acts of misconduct not set forth in the Handbook or these Tournament Rules.

 

 

13.  Participants’ Assumption of Risk, Release and Liability Waiver.

 

a.  Participation in the Tournament may involve serious risk of injury.  Participants understand that by participating in the Tournament, Participants are waiving their right to sue (as provided in Section 14 below) if Participants are injured while participating in the Tournament.

 

b.  In consideration of being permitted to participate in and/or attend the Tournament, each Participant warrants, represents, acknowledges and agrees as follows, that Participant:

 

(i)  Is at least 18 years old, understands the risks associated with the Tournament, is physically fit, in good health, has no physical or mental issues which would hinder participation in any activities of the Tournament and is sufficiently trained and experienced to understand the risks involved in the Tournament;

 

(ii)  Understands and accepts that participating in the Tournament may involve encountering known and unknown risks, including the risk of serious bodily injury, illness, disability, emotional trauma, damage to property and death (collectively “Injuries”), expressly and voluntarily assumes full responsibility for any such risks, from any and all causes, including, without limitation, negligence, gross negligence, defective products, unknown products, travel-related, equipment malfunction, inadequate training, failure to supervise and failure to warn of potential risks and understand that these risks may be caused by Participant, Administration, other Participants or other third parties.

 

c.  Participant, on behalf of Participant and each of Participant’s successors, heirs and assigns, unconditionally and irrevocably waives liability, releases, promises never to sue, forever discharges and relinquishes any and all rights, claims, demands, suits, actions, losses, damages, costs and expenses, including attorneys’ fees and costs (collectively, “Claims”), that Participant may incur or otherwise have against Administration, Affiliates and their respective parents, affiliates, Competition agency/production companies, landowners/lessors of event locations, hosts, sponsors, advertisers and each of their respective owners, officers, shareholders, directors, employees and agents (“Released Parties”), arising from or related to Participants participation in the Tournament, including, without limitation, any Claims arising from or related to: (i) the actions or omissions of any of the Released Parties, other Participants, Attendees or other third parties; (ii) the inadequacy of any training or supervision; (iii) failure to investigate, keep safe or to warn of hazards known or unknown; (iv) any defect in or failure of the operation, installation, manufacture, and/or design of any equipment, stage sets, or wardrobe; (v) the conditions on or about any event premises; (vi) the breach of any implied or express warranty and/or representation of any of the Released Parties; (vii) travel, transportation or accommodations; (viii) weather conditions; (ix) any prize award, including, without limitation, the receipt or use or misuse of any prize; (x) the exercise of the rights granted herein including, without limitation, from any liability for violation of rights of privacy, publicity, defamation, emotional distress or any similar right; and/or (xi) any other operations associated with the Tournament, and, with respect to each of the foregoing, whether based on tort (including, without limitation, acts of negligence and gross negligence ), contract or any other theory of recovery in law or equity, whether for compensatory or punitive damages, equitable relieve or otherwise, and whether now known or unknown or suspected or unsuspected (all of the foregoing shall be collectively referred to as the “Released Claims”).  Participants hereby indemnify the Released Parties from and against all claims, actions, losses, damages, judgments and liabilities resulting from any breach or alleged breach of the Handbook or these Tournament Rules, any actions or omissions by Participants while participating in or attending the Tournament or any event thereof and/or the releases set forth herein.   

d.  In no event shall Participants have, and Participants hereby irrevocably waive, any right to sue the Released Parties or to seek or obtain injunctive or other equitable relief in connection with the Tournament, the Materials, the Submissions, or any other productions, or the production, distribution, exhibition or other exploitation, or the advertising, promoting or publicizing of the Tournament.  

 

e.  It is each Participants’ intention that the releases set forth herein shall be effective as a full and final accord and satisfaction and release of each and every matter referred to herein.  Participants further represent and warrant that each is familiar with the provisions of California Civil Code § 1542 and expressly waive and relinquish any and all rights and benefits that Participants may have under said §1542 to the fullest extent permitted by law.  Such section states that:

 

A GENERAL RELEASE DOES NOT EXTEND TO CLAIMS WHICH THE CREDITOR DOES NOT KNOW OR SUSPECT TO EXIST IN HIS OR HER FAVOR AT THE TIME OF EXECUTING THE RELEASE, WHICH IF KNOWN BY HIM OR HER MUST HAVE MATERIALLY AFFECTED HIS OR HER SETTLEMENT WITH THE DEBTOR.

 

Each Participant authorizes each of the Released Parties to call for medical attention for Participant or to transport Participant to a medical facility at Participant’s expense if medical attention is required.  Participant authorizes any physician or other medial provider or facility to provide an emergency care needed.

 

14.  Dispute Resolution.

 

a.  Applicability:  This Section applies to and governs any dispute that arises out of or relates to the Competition or these Rules. This Section is in addition to Section 3 of the GameBattles Terms of Use, which likewise provides for Binding Arbitration and Class Action waiver.  If any difference between Section 3 of the GameBattles terms of service and these Rules exists, these Rules govern as to disputes related to the Competition, and the GameBattles agreement will apply to disputes related to use of GameBattles accounts outside of the Competition.

 

b.  Negotiations:

 

1.  In an effort to accelerate resolution and reduce the cost of any dispute, Participants and Administration agree to first attempt to negotiate a resolution of any dispute informally for at least thirty (30) days before either party initiates any arbitration.

 

2.  Negotiations will begin upon receipt of written notice by the party raising the dispute.  Administration will send its notice to the Participant’s billing address and email you a copy to the email address you have provided to Administration.   

 

3.  Participants will send their notice to Administration at Major League Gaming Corp., 3 Park Avenue, 32nd Floor, New York, New York 10016, Attn.: Legal Department.   

c.  Binding Arbitration:   

 

1.  If a dispute cannot be resolved through negotiations, either Participant or Administration may elect to have the dispute finally and exclusively resolved by binding arbitration.  Any election to arbitrate by one party shall be final and binding on the other.

 

2.  PARTICIPANTS SHOULD REVIEW THIS PROVISION CAREFULLY.  THIS ARBITRATION PROVISION LIMITS PARTICIPANTS AND ADMINISTRATION’S ABILITY TO LITIGATE CLAIMS IN COURT AND PARTICIPANT AND ADMINISTRATION EACH AGREE TO WAIVE THEIR RESPECTIVE RIGHTS TO A JURY TRIAL.   

 

3.  This arbitration provision is made pursuant to a transaction involving interstate commerce, and the Federal Arbitration Act (the "FAA") shall apply to the interpretation, applicability, enforceability and formation of this Agreement notwithstanding any other choice of law provision contained in this Agreement.  Specifically, all claims arising out of or relating to this Agreement (including its interpretation, formation, performance and breach), the parties' relationship with each other and/or your participation in the Competition shall be finally settled by binding arbitration.  

 

4.  The arbitration shall be commenced and conducted by JAMS pursuant to its Comprehensive Arbitration Rules and Procedures, which are available at the JAMS website (http://www.jamsadr.com) or by calling JAMS at (800) 352-5267.  The arbitrator, and not any federal, state or local court or agency, shall have exclusive authority to resolve all disputes arising out of or relating to the interpretation, applicability, enforceability or formation of this Handbook, including, but not limited to any claim that all or any part of this Handbook are void or voidable, or whether a claim is subject to arbitration. The arbitrator shall be empowered to grant whatever relief would be available in a court under law or in equity. The arbitrator’s award shall be written, and binding on the parties and may be entered as a judgment in any court of competent jurisdiction.

 

5.  Where any action includes claims that are arbitrable and claims that are not, the entire action shall be stayed, absent a showing of prejudice to the complaining party, pending the completion of the arbitration of the arbitrable issues. Participants or Administration can request the stay be lifted upon a showing of prejudice. Participants arbitration fees and Participants share of arbitrator compensation shall be governed by the JAMS Comprehensive Arbitration Rules and Procedures.

 

6.  Notwithstanding the parties' decision to resolve all disputes through arbitration, either party may seek relief in a small claims court for disputes or claims within the scope of that court’s jurisdiction.

 

7.  Your arbitration fees and your share of arbitrator compensation shall be governed by the JAMS Comprehensive Arbitration Rules and, to the extent applicable, the Consumer Minimum Standards, including the then-current limit on arbitration filing fees. To the extent the filing fee for the arbitration exceeds the cost of filing a lawsuit, the Administration will pay the additional cost.  

 

8.  Notwithstanding the parties' decision to resolve all disputes through arbitration, either party may bring an action in state or federal court that only asserts claims for patent infringement or invalidity, copyright infringement, moral rights violations, trademark infringement, and/or trade secret misappropriation, but not, for clarity, claims related to the license granted to you for the MLG Service under the Terms of Service for Major League Gaming, available at https://accounts.majorleaguegaming.com/terms_of_service.

 

d.  Arbitration Procedures:   

 

1.  The arbitration may be conducted in person, through the submission of documents, by phone, or online. The arbitrator will make a decision in writing, but need not provide a statement of reasons unless requested by a party.

 

2.  THE PARTIES UNDERSTAND THAT, ABSENT THIS MANDATORY PROVISION, THEY WOULD HAVE THE RIGHT TO SUE IN COURT AND HAVE A JURY TRIAL.  They further understand that, in some instances, the costs of arbitration could exceed the costs of litigation.  The parties understand that the right to discovery may be more limited in arbitration than in court.

 

e.  Class and Collective Action Waiver:   

 

1.  Participants and Administration agree that any arbitration or court proceeding shall be limited to the dispute between Administration and Participant individually.  

 

2.  Participants acknowledge and agree that: (i) a claim by, or on behalf of, other persons, will not be considered in, joined with, or consolidated with, the arbitration proceedings or any court proceedings between Participants and Administration; (ii) there is no right or authority for any dispute to be arbitrated, adjudicated, or resolved through court proceedings on a class-action basis or to utilize class action procedures; and (iii) Participants will not have the right to participate as a class representative, private attorney general, or as a member of any class of claimants for any dispute subject to arbitration or any dispute brought in court.  Any dispute regarding the prohibitions in the prior Sections shall be resolved by the arbitrator in accordance with this Section.   

 

3.  If, for any reason, this class or collective action waiver is deemed unenforceable by a court or arbitrator, Participants agree that the parties’ contract to arbitrate is then void, and any ongoing or future dispute will be submitted to a court of competent jurisdiction within the County of New York, State of New York, United States of America, to the exclusion of arbitration.  Any dispute at that time in arbitration will be dismissed without prejudice and refiled in a court.  

 

f.  Location of Arbitration:  If you are a resident of the United States, arbitration will take place at any reasonable location within the United States convenient for you. For residents outside the United States, arbitration shall be initiated in the County of New York, State of New York, United States of America, and you and the Administration agree to submit to the personal jurisdiction of any federal or state court in New York County, New York, in order to compel arbitration, to stay proceedings pending arbitration, or to confirm, modify, vacate or enter judgment on the award entered by the arbitrator.

 

g.  Awards:  Any and all claims, judgments and awards shall be limited as set forth in these Tournament Rules in Section 14.