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Page 2: Halo 2 Tournament Schedule     >>
Page 3: Halo 2 Rules / Settings     >>
Page 4: Halo 2 Gametypes     >>
Page 5: R6V Tournament Schedule     >>
Page 6: R6V Rules / Settings     >>
Page 7: R6V Gametypes     >>
Page 8: Season Points

MLG returns to the Meadowlands in 2007 with another chance for the best gamers on the planet to prove their mettle. With just one event behind them, top finishers from Charlotte will be solely focused on repeating their performances and holding off the hordes of eager gamers looking to take their spots in the pro ranks. It is still very early in the season, so anything could happen and any gamer with the right combination of skills, dedication and determination could walk away with thousands of dollars in prizes and a spot in the ranks of professional gamers on the 2007 MLG Pro Circuit.

Regular Season Event #2 – Meadowlands

Venue Information
Meadowlands Expo Center
355 Plaza Dr
Secaucus, NJ 07094
(201) 330-7773

Hotel Information
Marriott Courtyard Secaucus
455 Harmon Meadow Boulevard
Secaucus, New Jersey
07094
Map / Directions
Room Rate: $149.00
Reservations: (201) 617-8888

Reservation deadline: May 18th (5/18/07)
Distance to venue: 2 blocks

Hyatt Place Suites (formerly AmeriSuites)
575 Park Plaza Drive
Secaucus, New Jersey

07094
Map / Directions
Hotel Rate: $139.00
Reservations: (800) 833-1516
Reservation deadline: May 18th (5/18/07)

Distance to venue: 1 block

You MUST say you’re with Major League Gaming to get the discounted room rate of $139/night. The hotel may tell you that they’re booked out if you do not say you’re with MLG. Space in the reserved room block is limited, so reserve your room now!

Airport Information:
NYC is serviced by three major airports:
LaGuardia, JFK and Newark (15 minutes away)
Newark Airport is the closest to the venue

Transportation:
Taxi from Newark $40-$50

Player Movement

Free Agent – A Player who is not currently a part of a Pro or Semi-Pro Team and is free to join any Team. Players leaving a Pro or Semi-Pro Team must file for Free Agency. Players are not allowed to file for Free Agency from a Pro Team more than 3 times during the 2007 Pro Circuit.

Trade Rules – A Player Movement transaction in which 2 Players switch Teams. Trades may only be made between two Pro/Semi-Pro Teams. A Trade request must be sent by each Team Captain. Trades may only be made by moving 1 Player for 1 Player.

Captain Change – Pro/Semi-Pro Teams may change their Captain at any time. The Captain may relinquish the role and remain on or leave the Team. Teams can request a Captain change if the other 3 Team Members submit requests for the same new Captain.

Free Player Movement Period – The period of time during which Players are allowed to leave a Pro or Semi-Pro Team and join any other Team. Such Players may also join a Pro or Semi-Pro Team during the Restricted Player Movement Period. Pro and Semi-Pro Captains are allowed to release or Trade 1 Player. Each Free Player Movement Period starts on the Monday after a Competition and ends on the Thursday, three weeks before the upcoming Competition. Pro Team Rosters are locked at the end of this period and can only be changed if a Player is unable to attend or physically unable to play in the upcoming Competition.

Restricted Player Movement Period – The period of time during which Players are allowed to leave a Semi-Pro Team and join another Semi-Pro or Amateur Team, but may not join a Pro Team until after the upcoming Competition. Semi-Pro Captains are allowed to Release or Trade 1 Player as long as they didn’t do so during the Free Player Movement Period. Each Restricted Player Movement Period will run from the end of a Free Player Movement Period to the upcoming Competition’s Registration Deadline. Players who leave a Pro Team during the Restricted Player Movement Period are not allowed to compete in the upcoming Competition.

Highly Restricted Player Movement Period – The period of time during which Teams can only be changed if a Team Member(s) is unable to attend or is physically unable to play at the upcoming Competition. These Players may only be replaced by someone who was not a member of an attending and/or Pro/Semi-Pro Team at the Registration Deadline.

National Championship Player Movement Deadline – No Player Movement is allowed after this date by Teams earning Automatic Bracket Qualification for the National Championship Competition. Substitute Ranking Rosters received before the final Regular Season Competition will be accepted.

Late Substitution – Teams can request that a substitution be allowed during the Highly Restricted Player Movement Period if one of their Team Members plans on attending the Competition as a spectator, but has become physically unable to play. The request must be accompanied by official documentation from a licensed physician and submitted to the League Commissioner prior to the start of the Competition. Teams earning Automatic Bracket Qualification for the National Championship Competition can also request that a substitution be allowed after the National Championship Player Movement Deadline. These requests must be submitted at least 1 week prior to the Competition unless an injury occurs in the week leading up to the Competition. Substitutes for Teams earning Automatic Bracket Qualification for the National Championship Competition can’t be Players who were on a Pro or Semi-Pro Team following the last Regular Season Competition. After a request has been submitted, the Office of the Commissioner of Major League Gaming will decide whether to grant or deny the request for substitution. Player’s deemed physically unable to play by the Office of the Commissioner of Major League Gaming can’t compete in the upcoming Competition.

Substitute Ranking – Teams may declare a Roster for post-Competition Ranking and Status that is different from the Roster they will be competing with at the upcoming Competition. Members of the Substitute Ranking Roster who are not on the upcoming Competition Roster (Substitutes) must have been a member of the Team’s Roster for the previous Competition. Substitutes can’t attend the upcoming Competition with a different Team. Members of the upcoming Competition Roster who are not on the Substitute Ranking Roster will be considered as having Filed for Free Agency during the post-Competition Free Player Movement Period. These Players can’t be added back to the Team during any of the post-Competition Player Movement periods. Substitute Ranking Rosters must be submitted before the start of the upcoming Competition. Substitutes can’t leave the Team during any of the post-Competition Player Movement periods.

Incomplete Teams – If a Pro or Semi-Pro Team has less than 4 Players at the end of a Restricted Player Movement Period, it will lose Pro/Semi-Pro Status.

Team Disbanding – Pro/Semi-Pro Teams must retain at least 2 Players from the previous Competition’s Roster in order to keep their Status. Disbanded Teams can not reform and participate in the upcoming Competition’s Open Bracket with more than 2 Players from the previous Competition’s Roster.

All Player Movement, Captain Change, Substitute Ranking, or Late Substitution requests made by Pro/Semi-Pro Teams must be submitted to jnelson@mlgpro.com.

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Page 6: R6V Rules / Settings     >>
Page 7: R6V Gametypes     >>
Page 8: Season Points

Halo 2 Schedule

Friday
1:30 PM – 4:30 PM :: Check-In / Warm-Up
4:30 PM – 5:00 PM :: Welcome
5:00 PM – 7:30 PM :: Open FFA Round 1
7:30 PM – 9:00 PM :: Open FFA Round 2
9:00 PM – 9:30 PM :: Open FFA Round 3
9:30 PM – 10:00 PM :: Open FFA Round 4
10:00 PM – 10:30 PM :: Open FFA Round 5
10:30 PM – 11:00 PM :: Open FFA Round 6
11:00 PM – 11:30 PM :: Open FFA Winners / Losers Round 7
11:30 PM – 12:00 AM :: Open FFA Losers Round 8

Saturday
8:00 AM – 10:00 AM :: Warm-Up
10:00 AM – 11:20 AM :: Open Winners Round 1
11:20 AM – 12:40 PM :: Open Winners Round 2
12:40 PM – 2:00 PM :: Open Losers Round 1
2:00 PM – 2:30 PM :: Open Losers Round 2
2:30 PM – 3:00 PM :: Open Winners Round 3
3:00 PM – 3:30 PM :: Open Losers Round 3
3:30 PM – 4:00 PM :: Open Losers Round 4
4:00 PM – 4:30 PM :: Open Winners Round 4 / Losers Round 5
4:30 PM – 5:00 PM :: Open Winners Round 5 / Losers Round 6
5:00 PM – 5:30 PM :: Open Losers Round 7
5:30 PM – 6:00 PM :: Dinner Break
6:00 PM – 7:00 PM :: Championship 4v4 Winners Round 1
7:00 PM – 8:00 PM :: Championship 4v4 Winners Round 2 / Losers Round 1
8:00 PM – 9:00 PM :: Championship 4v4 Winners Round 3 / Losers Round 2
9:00 PM – 12:00 AM :: Championship FFA

Sunday
8:00 AM – 10:00 AM :: Warm-p
10:00 AM – 11:00 AM :: Championship 4v4 Losers Round 3
11:00 AM – 12:00 PM :: Championship 4v4 Losers Round 4
12:00 PM – 1:00 PM :: Championship 4v4 Winners Round 4 / Losers Round 5
1:00 PM – 2:00 PM :: Championship 4v4 Winners Finals / Losers Round 6
2:00 PM – 3:00 PM :: Championship 4v4 Losers Round 7
3:00 PM – 4:30 PM :: Championship 4v4 Losers Finals
4:30 PM – 6:00 PM :: Championship 4v4 Championship Match

>>
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Page 3: Halo 2 Rules / Settings     >>
Page 4: Halo 2 Gametypes     >>
Page 5: R6V Tournament Schedule     >>
Page 6: R6V Rules / Settings     >>
Page 7: R6V Gametypes     >>
Page 8: Season Points

Halo 2 Rules / Settings

General Rules

1. No Grenade Jumping.
2. No getting on top of any Warlock Ledges.
3. No Super Bouncing.
4. No communication between Players during FFA Games. Taunting is permitted.
5. No hiding the flag in walls or other structures.
6. No leaving the normal boundaries of a Map.
7. No Action Replay.
8. No placing the oddball or bomb out of reach.
9. No Guardian Suicide.
10. No Teleport Jumping on top of bases.
11. No looking at an opposing Team’s TV or projected screens by Players or Coaches.
12. No quitting out of a Team Slayer Game.
13. No use of the Covenant Elite Character.
14. The higher seeded Team must play as the Red team and the lower as the Blue team.
15. Quitting from a non-Team Slayer Game, before it has ended, without referee’s permission will leave your Team shorthanded or result in a Forfeit if all 4 Players quit.
16. Players who are caught giving kills to other Players during a FFA Game will be warned. Players receiving two warnings during the same Game will be disqualified.
17. Incorrectly ending a Game without referee’s permission will result in a Forfeit.
18. Players must use their registered MLG Login Name during all Games. No Team Name abbreviations are allowed.
19. No Warm-Up Games may be played outside of scheduled Warm-Up periods.
20. During scheduled Warm-Up periods the winners can stay, but the losers must get up. Teams still active in the Event have priority over open Stations during this time.
21. When Players are given the option of using Full-Screen, Teams can use 1-4 TVs.
22. Players may not raise the volume above 30 for Samsung and 50 for Phillips TVs. This rule doesn’t apply to Station 1 or Players using headphones.
23. In the case of an Xbox/TV malfunction, the Game will be restarted from the beginning unless a Team was winning a Team Ball Game by more than the time remaining in the Game.
24. Games started without the approval of a referee will be restarted.
25. If a Player/Team fails to report to their Station within 5 minutes of the announcement, they will Forfeit the Game. 10 minutes after the announcement, a Team will Forfeit their Best of 3 Game Match or the 2nd Game of their Best of 5 Game Match. 15 minutes after the announcement, a Team will Forfeit their Best of 5 Game Match.

Disqualification

1. Breaking any of Rules #1-4 will result in a Foul. Fouls stay with a Player/Team throughout the Event. Two Fouls during one Game will result in a Forfeit of the Game. Once a Player/Team reaches two Fouls, each additional Foul will result in a Forfeit of the Game.
2. Players found breaking Rule #5 will be asked to remove the flag from its hiding spot immediately. If the flag is not removed immediately the Team will Forfeit the Game.
3. Breaking any of Rules #6-15 will result in a Forfeit of the Game.
4. Any sign of cheating may result in a Forfeit of the Game and possible ejection.

Player & Coach Conduct

Minor Infraction – Acts of misconduct that will result in the issuing of a Warning. These acts include, but are not limited to opening an Xbox or Xbox 360, raising TV volume above the maximum allowed volume, communication between Players and Spectators, excessive use of vulgar language, and Coaches taunting opposing Players.

Major Infraction – Acts of misconduct that will result in the issuing of a Technical Foul. These acts include, but are not limited to the verbal abuse of a MLG Staff member, the use of vulgar language aimed at an opposing Player, verbal abuse of an opposing Player, and excessive taunting or celebration by Coaches or Players.

Warning – The penalty for a Minor Infraction which stays with a Player or Team for the remainder of the Competition. Two Warnings will result in a Technical Foul.

Technical Foul – The penalty for a Major Infraction that stays with a Player or Team for the remainder of the Competition. Players who are penalized with a Technical Foul will not Host the next Game they or their Team are scheduled to Host. These penalties, if necessary, will be carried from one Match to the next or one Competition to the next. Coaches receiving a Technical Foul will have their Coach Pass and privileges taken away.

Ejection – The penalty for acts of misconduct deemed so inexcusable that they will result in the Player being asked to leave the Competition. These acts include, but are not limited to intentional Forfeiting or conspiring to manipulate the Rankings or Brackets, unsportsmanlike physical contact, and maliciously throwing objects at another person. Three Technical Fouls will also result in Ejection.

Illegal Controllers

1. Any controller with Turbo or wireless capabilities.
2. Keyboard & Mouse.

Open Free For All

1. All Players not qualified for the Championship FFA may participate.
2. Up to 128 Players will be seeded for the Open FFA using the following criteria in this order: 2007 Pro Circuit FFA Rank Points and 2006 Pro Circuit FFA Rank Points. Ties will be broken using performance at the most recent Competition(s) and randomly, if necessary. Seeded Players will be given Host over unseeded Players. In games with more than 1 seeded Player, the highest seeded Player will Host.
3. Unseeded Players will be distributed randomly throughout the Bracket.
4. A Player can give up their hosting privileges for a Game as long as there are other seeded Players in the Game. In this case, the next highest seeded Player would be given Host.
5. Players may use Full-Screen starting with Round 4.
6. Rounds 1-7 will have 8 Players with those finishing 1st-4th advancing. Players who finish 1st-4th in Winners Round 7 will qualify for the Championship FFA.
7. Losers Round 7 will contain all Players that finish 5th-8th in Round 6. Losers Round 8 will contain all Players that finish 5th-8th in Winners Round 7 as well as 1st-4th in Losers Round 7. Players who finish 1st-4th in Losers Round 8 will qualify for the Championship FFA.
8. Tiebreakers in order: Points, Kills, Deaths, Assists, Shots Hit, Hit %, Player v Player.
9. All Games are played on the Map Midship.

Slayer Settings
1. Score to Win Round = Unlimited
2. Round Time Limit = 15 Minutes
3. Suicide Penalty = None
4. Starting Weapon = Battle Rifle
5. Weapons on Map = Human

Open FFA Seeding Points
1st Round

1st = .08 points

2nd = .07 points

3rd = .06 points

4th = .05 points

5th = .04 points

6th = .03 points

7th = .02 points

8th = .01 points

2nd Round
1st = 8 points
2nd = 7 points
3rd = 6 points
4th = 5 points
5th = 4 points
6th = 3 points
7th = 2 points
8th = 1 point

3rd Round
1st = 9 points
2nd = 8 points
3rd = 7 points
4th = 6 points
5th = 5 points
6th = 4 points
7th = 3 points
8th = 2 points

4th Round
1st = 10 points
2nd = 9 points
3rd = 8 points
4th = 7 points
5th = 6 points
6th = 5 points
7th = 4 points
8th = 3 points

Open FFA Seeding Points
1. After Round 4, Points for each place will continue to increase by 1. For example, 11 Points are awarded for 1st place in Round 5 and 2nd place in Round 6.
2. Points are not awarded for placement in Losers Rounds.
3. If an Open 4v4 Player is already qualified for the Championship FFA they will earn as many Points for their Team as the top Open FFA Player earns for their Open 4v4 Team plus one. If there is more than 1 Open 4v4 Player already qualified for the Championship FFA, the highest seeded Player among them will receive 1 more Point than the 2nd highest and so on.

Open 4v4

1. The Open 4v4 is a Best of 3 Game Match, Double Elimination Bracket.
2. Each Match will consist of 2 Team Slayer and 1 CTF Classic Game.
3. After losing a Match, Teams will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the Event.
5. Teams will be seeded using the following criteria in this order: Semi-Pro Status, 2007 Pro Circuit 4v4 Rank Points, 2006 Pro Circuit 4v4 Rank Points, Online Tournament Rank Points, and Open FFA Seeding Points. Ties will be broken using performance at the most recent Competition(s), the next available criterion, or randomly, if necessary.
6. Teams with no Pro Circuit 4v4 Rank Points, Online Tournament Rank Points, or Open FFA Seeding Points will be seeded randomly.
7. When 16 teams remain (8 Winners Bracket & 8 Losers Bracket), the Open 4v4 will end and each Team will qualify for the Championship 4v4.
8. Players may use Full-Screen starting with Losers Round 5.
9. The lower seeded Team will choose to Host 1 Team Slayer Game. The higher seeded Team will Host the other 2 Games.
10. If a Team Slayer Game should tie, the Game must be replayed.
11. CTF Classic Games will have an initial time limit of 15 minutes. If after 15 minutes, one Team is winning and their flag is in the starting position, the Game is over. If, however, the Game Score is tied after 15 minutes, the Game will continue and the next Team to score a Point will win the Game (Sudden Death). If the Game’s 30 minute time limit is reached without a winner, the Game must be replayed in Sudden Death.
12. If the initial time limit is reached in a CTF Classic game, the difference in Points is 1, and the winning team’s flag is not in the starting position, the game will continue. If the losing Team scores a Point and ties the Game before the flag is returned, the Game will go into Sudden Death, but if the flag is returned, the Game is over.
13. If teams meet for a 2nd time in the Open 4v4, their Match will expand to a Best of 7, include the previous Match, and pick up where that Match left off. For example, if Team A beat Team B 2 games to 0 in the Winners Bracket, the Best of 7 will resume with Game 3 and Team A leading 2 Games to 0. If Game 3 of the Winners Bracket Match was not played, it will be played first with Host going to the Team that would’ve hosted the Game in the Winners Bracket. The lower seeded Team will Host the CTF Classic game in the Losers Bracket. The higher seeded Team will choose to Host Game 4 or 6. The lower seeded Team will Host the Game that isn’t chosen. The Team that won the 1st Match will Host the 7th Game. The 7th Game will be Team Ball, Midship.
14. If Teams in a Best of 7 Game Match are scheduled to play a Game Type they have already played against each other in the Open 4v4, another Game Type will be chosen by the Halo 2 Director and League Commissioner.

Championship Free For All

1. Players will compete in four 8-Player Round Robin Games.
2. Players will earn 8-Player FFA Points based on their end-Game Rankings.
3. Lineups for each Game will be generated based on 2006 Pro Circuit FFA Rank Points.
4. Players will be seeded using the following criteria in this order: 2007 Pro Circuit FFA Rank Points, 2006 Pro Circuit FFA Rank Points, and Open FFA Seeding Points. Ties will be broken using performance at the most recent Competition(s), the next available criterion, or randomly, if necessary.
5. The top 8 Players, determined by total 8-Player FFA Points, will qualify for the Final Game. Ties will be broken using Points, Kills, Deaths, and Assists, if necessary.
6. The Player with the highest Total Points over the course of 4 Round Robin Games will Host the Final Game.
7. The top 16 Players will all Host 1 Round Robin Game.
8. A Player can give up their hosting privileges for a Game. In this case, the highest seeded Player, in the Game, seeded 17-32 who has not yet hosted will be given Host.
9. All Games are played on the Map Midship.

Slayer Settings
1. Score to Win Round = Unlimited
2. Round Time Limit = 15 Minutes
3. Suicide Penalty = None
4. Starting Weapon = Battle Rifle
5. Weapons on Map = Human

8-Player FFA Points
1st = 9 points
2nd = 7 points
3rd = 6 points
4th = 5 points
5th = 4 points
6th = 3 points
7th = 2 points
8th = 1 points

Championship 4v4

1. The Championship 4v4 is a Best of 5 Game Match, Double Elimination Bracket.
2. Each Match will consist of 2 Team Slayer, 2 CTF Classic/Neutral Bomb, and 1 Team Ball Game.
3. Teams will be seeded using the following criteria in this order: Pro Status, Semi-Pro Status, and Open 4v4 Seed. Ties will be broken using performance at the most recent Competition(s), the next available criterion, or randomly, if necessary. Teams earning Automatic Bracket Qualification will be seeded ahead of all Teams advancing from the Open 4v4. Teams that finish the Open Bracket undefeated will be seeded ahead of Teams that lose a Match in the Open Bracket.
4. After losing a Match, Teams will fall into the Losers Bracket.
5. A loss in the Losers Bracket will result in elimination from the Event.
6. Teams eliminated by way of Losers Rounds 1-6 will play 1 to 3 Consolation Matches to determine their exact 5th-32nd Ranking. These Consolation Matches will begin on Saturday night and conclude on Sunday.
7. The higher seeded Team will Host the Team Ball Game. The higher seeded Team will choose 1 Game to Host. The lower seeded Team will then choose 2 Games to Host. The higher seeded Team will Host the Game that wasn’t chosen.
8. If a Team Slayer or Team Ball Game should tie, the Game must be replayed.
9. CTF Classic Games will have an initial time limit of 15 minutes. If after 15 minutes, one Team is winning and their flag is in the starting position, the Game is over. If, however, the Game Score is tied after 15 minutes, the Game will continue and the next Team to score a Point will win the Game (Sudden Death). If the Game’s 30 minute time limit is reached without a winner, the Game must be replayed in Sudden Death.
10. If the initial time limit is reached in a CTF Classic game, the difference in Points is 1, and the winning team’s flag is not in the starting position, the game will continue. If the losing Team scores a Point and ties the Game before the flag is returned, the Game will go into Sudden Death, but if the flag is returned, the Game is over.
11. Neutral Bomb Games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning, the Game is over. Even if a bomb is planted before the 15 minute mark, the Game Score must change before the time limit for the Point to count. If, however, the Game Score is tied after 15 minutes, the Game will continue and the next Team to score will win the Game (Sudden Death). If the 30 minute time limit is reached without a winner, the Game must be replayed with the first Team to score a Point winning the Game.
12. If Teams meet for a 2nd time in the Championship 4v4, their Match will expand to a Best of 11, include the previous Match, and pick up where that Match left off. For example, if Team A beat Team B 3 Games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 Games to 0. If Games 4 and/or 5 of the Winners Bracket Match were not played, they will be played first with Host for each Game going to the Team that would’ve hosted in the Winners Bracket. The Team that didn’t Host the Team Ball Game in the Winners Bracket will Host the 2nd Team Ball Game. The Team that won the 1st Match will choose to Host 1 Team Slayer and 1 CTF Classic/Neutral Bomb Game. The Team that lost the 1st Match will then choose to Host 1 Team Slayer and 1 CTF Classic/Neutral Bomb Game. The Team that won the first Match will Host the Game that wasn’t chosen.
13. If the Teams meeting in the Championship Match have not yet faced each other in the Championship Bracket and the Team coming from the Losers Bracket wins a Match, the Winners Bracket Finals Game Types will be played to break the tie since both Teams would only have one Match loss. Before the start of the Championship Match, the Team without a Match loss will choose to have higher Seed hosting privileges for the Championship Match or Winners Bracket Finals set of Game Types (See Rule #7).
14. If Teams in a Best of 11 Game, Match are scheduled to play a Game Type they have already played against each other in the Championship 4v4, another Game Type will be chosen by the Halo 2 Director and League Commissioner.

4v4 Game Type Settings

All Games
1. Resolve Ties = Off
2. Suicide Penalty = None
3. Motion Sensor = Off
4. Team Changing = Off
5. Respawn Time Modifier = None
6. Betrayal Penalty = None
7. Starting Weapon = Battle Rifle
8. Weapon Respawn Time = Double Time

Team Slayer (except Sanctuary)
1. Round Time Limit = 15 Minutes
2. Weapons on Map = No Duals

Team Slayer Sanctuary
1. Round Time Limit = 15 Minutes
2. Primary Turret = None

Team Ball
1. Score to Win Round = 5 Minutes
2. Round Time Limit = 15 Minutes
3. Weapons on Map = No Duals

CTF Classic Sanctuary
1. Round Time Limit = 30 Minutes
2. Flag at Home to Score = Off
3. Flag Touch Return = Off
4. Flag Reset Time = 10 Seconds
5. Flag Indicator = Off

CTF Classic Midship & Warlock
1. Score to Win Round = 5
2. Round Time Limit = 30 Minutes
3. Flag Reset Time = 15 Seconds
4. Flag Indicator = Off
5. Weapons on Map = No Duals

Neutral Bomb
1. Number of Rounds = 1 Round
2. Score to Win Round = 3
3. Round Time Limit = 30 Minutes
4. Bomb Reset Time = 60 Seconds
5. Bomb Arm Time = 5 Seconds
6. Weapons on Map = No Duals

>>
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Page 2: Halo 2 Tournament Schedule     >>
Page 3: Halo 2 Rules / Settings     >>
Page 4: Halo 2 Gametypes     >>
Page 5: R6V Tournament Schedule     >>
Page 6: R6V Rules / Settings     >>
Page 7: R6V Gametypes     >>
Page 8: Season Points

Open 4v4 Game Types

Winners Bracket
Round 1
Game 1 – Team Slayer – Beaver Creek

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 2
Game 1 – Team Slayer – Lockout

Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Midship

Round 3
Game 1 – Team Slayer – Warlock

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Beaver Creek

Round 4
Game 1 – Team Slayer – Midship

Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Lockout

Round 5
Game 1 – Team Slayer – Lockout

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Losers Bracket

Round 1
Game 1 – Team Slayer – Warlock

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Lockout

Round 2
Game 1 – Team Slayer – Warlock

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Beaver Creek

Round 3
Game 1 – Team Slayer – Beaver Creek

Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Midship

Round 4
Game 1 – Team Slayer – Midship

Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Lockout

Round 5
Game 1 – Team Slayer – Beaver Creek

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 6
Game 1 – Team Slayer – Lockout

Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 7
Game 1 – Team Slayer – Midship

Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Beaver Creek

Championship 4v4 Game Types

Winners Bracket
Round 1
Game 1 – Neutral Bomb – Midship
Game 2 – Team Slayer – Warlock
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Sanctuary

Round 2
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Midship
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Lockout

Round 3
Game 1 – Neutral Bomb – Midship
Game 2 – Team Slayer – Sanctuary
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Midship

Round 4
Game 1 – CTF Classic – Warlock
Game 2 – Team Slayer – Sanctuary
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Lockout

Round 5-Winners Bracket Finals
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Lockout
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Warlock

Round 6-Championship Match
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Midship

Tiebreaker Game
Game 1 – Team Slayer – Sanctuary

Losers Bracket
Round 1
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Midship
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Lockout

Round 2
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Sanctuary

Round 3
Game 1 – Neutral Bomb – Midship
Game 2 – Team Slayer – Sanctuary
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Midship

Round 4
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Warlock
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Beaver Creek

Round 5
Game 1 – CTF Classic – Warlock
Game 2 – Team Slayer – Sanctuary
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Lockout

Round 6
Game 1 – CTF Classic – Warlock
Game 2 – Team Slayer – Midship
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Lockout

Round 7
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Lockout
Game 4 – Neutral Bomb – Midship
Game 5 – Team Slayer – Warlock

Round 8-Losers Bracket Finals
Game 1 – Neutral Bomb – Midship
Game 2 – Team Slayer – Midship
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Beaver Creek

Tiebreaker Game
Game 1 – Team Slayer – Warlock

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Rainbow Six: Vegas Schedule

Saturday
9:00 AM – 12:00 PM :: Check-In / Warm-Up
12:00 PM – 12:30 PM :: Welcome
12:30 PM – 3:00 PM :: Open Winners Round 1
3:00 PM – 4:00 PM :: Open Losers Round 1
4:00 PM – 5:00 PM :: Open Winners Round 2
5:00 PM – 6:00 PM :: Open Losers Round 2
6:00 PM – 6:30 PM :: Open Winners Round 3
6:30 PM – 7:00 PM :: Open Losers Round 3
7:00 PM – 7:30 PM :: Open Losers Round 4
7:30 PM – 8:00 PM :: Open Winners Round 4 / Losers Round 5
8:00 PM – 8:30 PM :: Open Losers Round 6
8:30 PM – 9:00 PM :: Break / Dedicated Host Setup
9:00 PM – 10:00 PM :: Championship Winners Round 1
10:00 PM – 11:00 PM :: Championship Winners Round 2 / Losers Round 1
11:00 PM – 12:00 AM :: Championship Losers Round 2

Sunday
8:00 AM – 10:00 AM :: Warm-Up
10:00 AM – 11:00 AM :: Championship Winners Round 3 / Losers Round 3
11:00 AM – 12:00 PM :: Championship Losers Round 4
12:00 PM – 1:00 PM :: Championship Winners Round 4 / Losers Round 5
1:00 PM – 2:30 PM :: Championship Losers Finals
2:30 PM – 4:00 PM :: Championship Finals RSV

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Page 8: Season Points

General Rules

1. No leaving the normal boundaries of a Map.
2. No using the Cover System to get on top of, around, or through objects that would otherwise not be possible.
3. No using the Cover System to throw a grenade or shoot while hidden. This does not include Blind Firing or otherwise using the Cover System as it was intended.
4. No idling in the Outfitting Equipment Screen for more than 15 seconds during Team Sharpshooter Games.
5. No changing equipment during the final minute of Team Sharpshooter Games.
6. No going onto the roof or balcony on Library.
7. No looking at an opposing Team’s TV or projected screens by Players or Coaches.
8. Quitting from a Game, before it has ended, without referee’s permission will leave your Team shorthanded or result in a Forfeit if all 4 Players quit.
9. No starting Games until all Player’s status has been Set to Ready.
10. Incorrectly ending a Game without referee’s permission will result in a Forfeit.
11. Players must use their registered MLG Login Name during all Games. No Team Name abbreviations are allowed.
12. No Warm-Up Games may be played outside of scheduled Warm-Up periods.
13. During scheduled Warm-Up periods the winners can stay, but the losers must get up.
14. During scheduled Warm-Up periods, Teams still active in the Event have priority over open Stations.
15. Players may not raise the volume of a TV above 50. This rule doesn’t apply to Station 1 or Players using headphones.
16. In the case of an Xbox 360/TV malfunction, the Game will be restarted from the beginning.
17. Games started without the approval of a referee will be restarted.
18. If a Team fails to report to their Station within 5 minutes of the announcement, they will Forfeit the first Game. 10 minutes after the announcement, a Team will Forfeit their Best of 3 Game Match or the 2nd Game of their Best of 5 Game Match. 15 minutes after the announcement, a Team will Forfeit their Best of 5 Game Match.

Disqualification

1. Breaking any of Rules #1-6 will result in a Foul. Fouls stay with a Team throughout the Event. Two Fouls during one Game will result in a Forfeit of the Game. Once a Team reaches two Fouls, each additional Foul will result in a Forfeit of the Game.
2. Breaking any of Rules #7-10 will result in a Forfeit of the Game.
3. Any sign of cheating may result in a Forfeit of the Game and possible ejection.

Player & Coach Conduct

Minor Infraction – Acts of misconduct that will result in the issuing of a Warning. These acts include, but are not limited to opening an Xbox or Xbox 360, raising TV volume above the maximum allowed volume, communication between Players and Spectators, excessive use of vulgar language, and Coaches taunting opposing Players.

Major Infraction – Acts of misconduct that will result in the issuing of a Technical Foul. These acts include, but are not limited to the verbal abuse of a MLG Staff member, the use of vulgar language aimed at an opposing Player, verbal abuse of an opposing Player, and excessive taunting or celebration by Coaches or Players.

Warning – The penalty for a Minor Infraction which stays with a Player or Team for the remainder of the Competition. Two Warnings will result in a Technical Foul.

Technical Foul – The penalty for a Major Infraction that stays with a Player or Team for the remainder of the Competition. Players who are penalized with a Technical Foul will not Host the next Game they or their Team are scheduled to Host. If the next Game is scheduled to be hosted by a Dedicated Host, the Game will be hosted by the Team that wasn’t penalized with a Technical Foul. These penalties, if necessary, will be carried from one Match to the next or one Competition to the next. Coaches receiving a Technical Foul will have their Coach Pass and privileges taken away.

Ejection – The penalty for acts of misconduct deemed so inexcusable that they will result in the Player being asked to leave the Competition. These acts include, but are not limited to intentional Forfeiting or conspiring to manipulate the Rankings or Brackets, unsportsmanlike physical contact, and maliciously throwing objects at another person. Three Technical Fouls will also result in Ejection.

Illegal Controllers

1. Any controller with Turbo or wireless capabilities.

Open 4v4

1. The Open 4v4 is a Best of 3 Game Match, Double Elimination Bracket.
2. Each Match will consist of 1 Conquest, 1 Retrieval and 1 Team Sharpshooter Game.
3. After losing a Match, Teams will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the Event.
5. Teams will be seeded using the following criteria in this order: Semi-Pro Status, 2007 Pro Circuit 4v4 Rank Points, and Online Tournament Rank Points. Ties will be broken using performance at the most recent Competition(s), the next available criterion, or randomly, if necessary.

6. Teams with no Pro Circuit 4v4 Rank Points or Online Tournament Rank Points will be seeded randomly.
7. When 8 Teams remain (4 Winners Bracket & 4 Losers Bracket), the Open 4v4 will end and each Team will qualify for the Championship 4v4.
8. The lower seeded Team will choose to Host 1 Game. The higher seeded Team will Host the other 2 Games.
9. All Games require that each Team play 1 Round as the Alpha team and 1 Round as the Bravo team. Scores from each Round must be added to determine the winner of the Game. If each Team has the same Game Score at the end of Game, the Game must be replayed.
10. The higher seeded Team will choose whether they are the Alpha team for Round 1 or 2.
11. If Teams meet for a 2nd time in the Open 4v4, their Match will expand to a Best of 7, include the previous Match, and pick up where that Match left off. For example, if Team A beat Team B 2 Games to 0 in the Winners Bracket, the Best of 7 will resume with Game 3 and Team A leading 2 Games to 0. If Game 3 of the Winners Bracket Match was not played, it will be played first with Host and Alpha choice going to the Team that would’ve hosted and chosen for the Game in the Winners Bracket. The higher seeded Team will choose to Host 1 Game. The lower seeded Team will Host the other 2 Games. The Team that won the first Match will Host the 7th Game. The 7th Game will be Retrieval, Library. The Team that won the first Match will have Alpha choice for the rest of the Games.
12. If Teams in a Best of 7 Game Match are set to play a Game Type they have already played against each other in the Open 4v4, another Game Type will be chosen by the RSV Director and League Commissioner.

Championship 4v4

1. The Championship 4v4 is a Best of 5 Game Match, Double Elimination Bracket.
2. Each Match will consist of 2 Conquest, 2 Retrieval, and 1 Team Sharpshooter Game.
3. Teams will be seeded using the following criteria in this order: Pro Status, Semi-Pro Status, and Open 4v4 Seed. Ties will be broken using performance at the most recent Competition(s), the next available criterion, or randomly, if necessary. Teams earning Automatic Bracket Qualification will be seeded ahead of all Teams advancing from the Open 4v4. Teams that finish the Open Bracket undefeated will be seeded ahead of Teams that lose a Match in the Open Bracket.
4. After losing a Match, Teams will fall into the Losers Bracket.
5. A loss in the Losers Bracket will result in elimination from the Event.
6. Teams eliminated by way of Losers Rounds 1-4 will play 1 or 2 Consolation Matches to determine their exact 5th-16th Ranking. These Consolation Matches will be played on Sunday.
7. All Games will be played using a Dedicated Host.
8. All Games require that each Team play 1 Round as the Alpha team and 1 Round as the Bravo team. Scores from each Round must be added to determine the winner of the Game. If each Team has the same Game Score at the end of Game, the Game must be replayed.
9. The higher seeded Team will choose whether they are the Alpha team for Round 1 or 2 for all Games.
10. If Teams meet for a 2nd time in the Championship 4v4, their Match will expand to a Best of 11, include the previous Match, and pick up where that Match left off. For example, if Team A beat Team B 3 Games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 Games to 0. If Games 4 and/or 5 of the Winners Bracket match were not played, they will be played first with Alpha choice going to the Team that would’ve had that choice in the Winners Bracket. The Team that won the first Match will choose whether they are the Alpha team for Round 1 or 2 for the rest of the Games.
11. If the Teams meeting in the Championship Match have not yet faced each other in the Championship Bracket and the Team coming from the Losers Bracket wins a Match, the Winners Bracket Finals Game Types will be played to break the tie since both Teams would only have one Match loss. Before the start of the Championship Match, the Team without a Match loss will choose to have Alpha choice for the Championship Match or Winners Bracket Finals set of Game Types.
12. If Teams in a Best of 11 Game, Match are scheduled to play a Game Type they have already played against each other in the Championship 4v4, another Game Type will be chosen by the RSV Director and League Commissioner.

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Open 4v4 Game Types

Winners Bracket
Round 1
Game 1 – Conquest – Doscala Restaurant
Game 2 – Team Sharpshooter – Library
Game 3 – Retrieval – Casino Vault

Round 2
Game 1 – Conquest – Kill House Redux
Game 2 – Team Sharpshooter – Casino Vault
Game 3 – Retrieval – Kill House

Round 3
Game 1 – Conquest – Doscala Restaurant
Game 2 – Team Sharpshooter – Casino Vault
Game 3 – Retrieval – Kill House

Round 4
Game 1 – Conquest – Kill House Redux
Game 2 – Team Sharpshooter – Library
Game 3 – Retrieval – Casino Vault

Losers Bracket
Round 1
Game 1 – Conquest – Kill House Redux
Game 2 – Team Sharpshooter – Casino Vault
Game 3 – Retrieval – Kill House

Round 2
Game 1 – Conquest – Kill House Redux
Game 2 – Team Sharpshooter – Library
Game 3 – Retrieval – Casino Vault

Round 3
Game 1 – Conquest – Doscala Restaurant
Game 2 – Team Sharpshooter – Casino Vault
Game 3 – Retrieval – Kill House

Round 4
Game 1 – Conquest – Doscala Restaurant
Game 2 – Team Sharpshooter – Library
Game 3 – Retrieval – Kill House

Round 5
Game 1 – Conquest – Kill House Redux
Game 2 – Team Sharpshooter – Library
Game 3 – Retrieval – Casino Vault

Round 6
Game 1 – Conquest – Doscala Restaurant
Game 2 – Team Sharpshooter – Casino Vault
Game 3 – Retrieval – Kill House

Championship 4v4 Game Types

Winners Bracket
Round 1
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 2
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 3
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 4-Winners Bracket Finals
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 5-Championship Match
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Tiebreaker Game
Game 1 – Team Sharpshooter –

Losers Bracket
Round 1
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 2
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 3
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 4
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 5
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Round 6-Losers Bracket Finals
Game 1 – Conquest –
Game 2 – Retrieval –
Game 3 – Team Sharpshooter –
Game 4 – Conquest –
Game 5 – Retrieval –

Tiebreaker Game
Game 1 – Team Sharpshooter –

4v4 Game Type Settings

All Games
1. Item Restrictions = Shotguns – XM-26 LSS
2. Item Restrictions = Explosives – C4
3. Item Restrictions = Gadgets – GPS Device
4. Item Restrictions = Gadgets – Radar Jammer
5. Max Players = 9
6. Respawns = Yes
7. Friendly Fire = Yes
8. Punish Team Killers = No
9. Auto Kick Team Killers = No

Conquest
1. Rounds Per Match = 1
2. Game Point Limit = 3000
3. Team Respawn = No

Retrieval
1. Round Duration = 5 Minutes Each
2. Team Respawn = No

Team Sharpshooter
1. Round Duration = 5 Minutes Each
2. Team Respawn = Yes

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2007 Pro Circuit Ranking Points

Halo 2 Pro Circuit 4v4 Rank Points: Regular Season
1st :: 1200
2nd :: 1000
3rd :: 900
4th :: 800
5th :: 700
6th :: 650
7th :: 600
8th :: 550
9th :: 450
10th :: 425
11th :: 400
12th :: 375
13th :: 325
14th :: 300
15th :: 275
16th :: 250
17th :: 200
18th :: 190
19th :: 180
20th :: 170
21st :: 160
22nd :: 150
23rd :: 140
24th :: 130
25th :: 80
26th :: 70
27th :: 60
28th :: 50
29th :: 40
30th :: 30
31st :: 20
32nd :: 10
33rd-40th :: 7
41st-48th :: 3

Halo 2 Pro Circuit 4v4 Rank Points: Playoffs / National Championship
1st :: 3600
2nd :: 3000
3rd :: 2700
4th :: 2400
5th :: 2100
6th :: 1950
7th :: 1800
8th :: 1650
9th :: 1350
10th :: 1275
11th :: 1200
12th :: 1125
13th :: 975
14th :: 900
15th :: 825
16th :: 750
17th :: 600
18th :: 570
19th-20th :: 525
21st-22nd :: 465
23rd-26th :: 315
27th-30th :: 135
31st-38th :: 40
39th-46th :: 10

Halo 2 Pro Circuit FFA Rank Points: Regular Season
1st :: 1200
2nd :: 1000
3rd :: 900
4th :: 800
5th :: 700
6th :: 650
7th :: 600
8th :: 550
9th :: 450
10th :: 425
11th :: 400
12th :: 375
13th :: 325
14th :: 300
15th :: 275
16th :: 250
17th :: 200
18th :: 190
19th :: 180
20th :: 170
21st :: 160
22nd :: 150
23rd :: 140
24th :: 130
25th :: 80
26th :: 70
27th :: 60
28th :: 50
29th :: 40
30th :: 30
31st :: 20
32nd :: 10
33rd-34th :: 8
35th-36th :: 7
37th-38th :: 6
39th-40th :: 5
41st-42nd :: 4
43rd-44th :: 3
45th-46th :: 2
47th-48th :: 1

Halo 2 Pro Circuit FFA Rank Points: Playoffs / National Championship
1st :: 3600
2nd :: 3000
3rd :: 2700
4th :: 2400
5th :: 2100
6th :: 1950
7th :: 1800
8th :: 1650
9th :: 1350
10th :: 1275
11th :: 1200
12th :: 1125
13th :: 975
14th :: 900
15th :: 825
16th :: 750
17th :: 600
18th :: 570
19th :: 540
20th :: 510
21st :: 480
22nd :: 450
23rd-24th :: 405
25th-26th :: 225
27th-28th :: 165
29th-30th :: 105
31st-34th :: 40
35th-38th :: 20
39th-42nd :: 10
43rd-46th :: 5

Rainbow Six: Vegas Rank Points: Regular Season
1st :: 1200
2nd :: 1000
3rd :: 900
4th :: 800
5th :: 700
6th :: 650
7th :: 600
8th :: 550
9th :: 450
10th :: 425
11th :: 400
12th :: 375
13th :: 325
14th :: 300
15th :: 275
16th :: 250
17th-20th :: 150
21st-24th :: 125

Rainbow Six: Vegas Rank Points: Playoffs / National Championship
1st :: 3600
2nd :: 3000
3rd :: 2700
4th :: 2400
5th :: 2100
6th :: 1950
7th :: 1800
8th :: 1650
9th :: 1350
10th :: 1275
11th :: 1200
12th :: 1125
13th :: 975
14th :: 900
15th :: 825
16th :: 750
17th :: 600
18th :: 570
19th-20th :: 525
21st-22nd :: 465