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Tournament Rules

1.1 Introduction
The AMD Roughneck Challenge was developed utilizing 
characteristics found in today’s most popular and well 
managed professional sporting leagues and tournaments. 
This rule set is to be used as a guideline for running 
a successful, fair, and fun tournament for gamers of 
all ages and talent levels. Thank you for your support, 
we look forward to providing you with the most complete 
gaming competition available. 

1.2 Disclaimer
Below you will find the official tournament rules for 
the AMD Roughneck Challenge. All participants must be 
aware of these rules, and at no time will ignorance of 
the rules be a defense against punishment for violation 
of these rules. Participation in the TGL is a PRIVILEGE 
and NOT a right; as a result, all competitors are 
required to strictly adhere to the rules defined herein. 
Violation of any portion of this rule set, whether 
written or implied, may result in suspension or permanent 
removal and barring from the tournament.

1.3 Prize Distribution
Players from all countries are eligible to receive
cash prize winnings and will be required to fill out the
TGL earnings forms or a prize waiver, depending on the
prizing option the team leader chooses. Both of these
forms require signatures and your Social Security
number/Social ID number for legal and/or tax purposes.
All earnings forms must be returned to the TGL within
30 days of the conclusion of the event. All cash prize
money not claimed within the 30 day period will be forfeited.

Team leaders will be directly responsible for receiving
and distributing cash prizes, hardware prizes, or any
other type of prizes won as a team on the TGL. Team
leaders have two options for prize distribution.
Option 1: The leader specifies which team members
are to receive an equal share of the cash prize;
these members must fill complete TGL earnings forms
and tax forms as needed. Option 2: The leader must
complete the TGL earnings form and any applicable
tax forms. If the league is 6v6 for example, he
must then also have at least 5 other team members
complete TGL earnings waivers, specifying that
their share of the prize will go directly to the
leader or Team Company.

The designated team leader is a very critical
position on the TGL web site; if you do not trust
your team leader to be honest and fair, please
do not join that team.

If it is determined that a team has violated any
of the TGL rules during match play where monies
are at stake, all monies that the team would
have earned are forfeited and will be immediately
transferred into the cash pot for the next event.

The TGL is only responsible to ship hardware
prizes within the continental United States.
Hardware prizes won by teams will be shipped
to a single location within the continental
U.S. at the expense of the TGL or its sponsors.
To claim hardware prizes, please forward a
shipping address to the relevant TGL admin. If
this information isn’t received within 3 days,
the admin will contact you and ask for the relevant
information. If this information is not received
within three weeks time, your hardware prizes may
be forfeited and awarded to another eligible team.

1.4 Definition of Common Terms
    • Team Fortress 2: The game being played in this tournament. 
    • Single Elimination: The tournament format being used; 
      once a team loses, they are officially eliminated from 
      the tournament without a second chance. 
    • Tournament: A series of contests in which a number of
      contestants compete and the one that prevails through 
      the final round is declared the winner. 
    • Tournament Round: Each round, teams will be scheduled 
      against each other. There will be one rounds played per 
      week on Sundays. After each round, the total number of 
      teams that started the round will be reduced to exactly 
      half for the next round. For example, if there are 256 
      teams in round 1, there will only be 128 teams in round 
      2. There will be a total of 8 rounds or less for this
      tournament. 
    • Side: On TF2 maps there are 2 teams, BLUE and RED. 
      There are two different map types in TF2 offering 
      variants to game play, although generally teams will play 
      once on each side during each set. One side is always 
      assigned to defense and the opposing side set to be the
      offense. 
    • Round: A round has different meanings for each given map.
      Please refer to map specific rules below.
    • Overtime: If both teams are tied after the specified time
      period for a particular map, the match should effectively 
      start over. This process should continue indefinitely 
      until a winner is declared. We are not using the in game
      overtime or sudden death functions.
    • Match: Each TF2 tournament match will be played according 
      to map specific rules (as outlined below). The higher 
      seeded team will choose server or side first. 
    • Captain: The players listed as leader, scheduler, or 
      manager on the team roster. If a team leader, scheduler, 
      or manager isn't present for the match, the team must 
      select an acting team captain; in this case, teams are 
      required to notify the opposing team before the match, 
      and let them know who their captain will be for the 
      duration of the match. 
    • Home/Away Team: The higher seeded team will be the home 
      team. The scheduled home team will be given the choice of
      server or side for round 1. If the home team elects to 
      use their own server for round 1, the away team will be 
      allowed to select which side they play in round 1. 
    • MOTW: Match of the Week; up to four match-ups per week may 
      be chosen for shoutcasting, whenever available. 

2.1 Tournament Format
The AMD Roughneck Challenge will be played as a 6v6 event, 
cycling through each of the officially released TF2 maps from 
week to week. One tournament round will be played each week on
Sunday; the tournament will take 8 weeks to complete with 
192-256 registered teams. 

Tournament seeding was based on a private polling of
approximately 25 extremely active TF2 teams and results from past
competition at other gaming league sites. Once our research was
exhausted, all remaining teams were randomly seeded. First round BYE
matches may be awarded to the top seeds based on the total number of
registered teams at the start of the tournament. 

End of round screenshots are mandatory to encourage accurate 
match reporting.

2.2 TGL Tournament, Prizes, and Forfeits
The tournament prizes are meant to reward teams and players for 
their active participation in the TGL. Any team that forfeits 
during the tournament will not be eligible to receive a random 
prize giveaway at the conclusion of the tournament. For example, 
if your team forfeits the third place match, you will not 
receive the 4th place cash prize.

3.1 Default Game Format
All TGL TF2 6v6 tournament matches are played in the following 
format:
    • 6 players per team 
    • Friendly Fire On (May default to off if the developers 
      have not changed this setting)
    • Class Restrictions:
        o 2 – Soldiers
        o 2 – Snipers
        o 2 – Scouts
        o 2 – Pyros
        o 1 – Medic
        o 1 – Heavy
        o 1 – Spy
        o 1 – Demoman
        o 1 – Engineer
    • Matches are to be played on your own private team servers
    • First person demos and Prodigy AC files are required
    • Killing during setup is ILLEGAL, except on cp_well,
where it is legal

3.2 Map List and Map Specific Rules

• ctf_2fort
        o Two 30 minute halves, the team with the most captures 
          after 60 minutes or the team to cap a total of 4 times
          wins the match. After 3 caps, the second half
          should begin. If it’s still tied 
          after 60 minutes, the match goes to sudden death 
          overtime, where the next flag cap wins the match.
          We are NOT using the in game overtime or sudden
          death functions.

• cp_gravelpit
        o A stopwatch format will be used to score both maps. Each
team is to play two sets. A set is defined as each team playing once
on the offensive side and once on the defensive side. This is a best
of 3 set format, the first team to win two sets, wins the match. If
one team captures all of the control points on offense and
successfully defends while on defense, that team will receive 1 point
for that set. If both teams are able to successfully capture all the
control points in a set, the round will be given to the team who does
so in the least amount of time. In other words, the attacking team
with the most time left on the clock at the end of the set wins.
Teams will be required to use their first person demos to confirm
capture times. If, at the end of two sets, the score is tied 1-1, an
overtime (third) set with the same format will be played to determine
the winner.

• cp_dustbowl
        o A stopwatch format will be used to score both maps. Each
team is to play two sets. A set is defined as each team playing once
on the offensive side and once on the defensive side. This is a best
of 3 set format, the first team to win two sets, wins the match. If
one team captures all of the control points on offense and
successfully defends while on defense, that team will receive 1 point
for that set. If both teams are able to successfully capture all the
control points in a set, the round will be given to the team who does
so in the least amount of time. In other words, the attacking team
with the most time left on the clock at the end of the set wins.
Teams will be required to use their first person demos to confirm
capture times. If, at the end of two sets, the score is tied 1-1, an
overtime (third) set with the same format will be played to determine
the winner.

• cp_granary
        o Play to 3 points or 30 minutes and switch sides. The 
          first team to 4 points or the team with the most 
          points after 60 minutes wins the match.

• cp_well
        o Play to 3 points or 30 minutes and switch sides. The 
          first team to 4 points or the team with the most 
          points after 60 minutes wins the match.

All CP maps will be played until one team reaches the amount of
points needed for that specific map. If the time limit expires, 
the score of the match will be reported as the score when the 
time limit expired.

3.3 Match Procedures
Both teams must be ready to start the match 15 minutes after 
the agreed upon (or default) match time. During this 15 minute
warm-up period, teams should confirm that their opponent's 
roster is accurate and legal, and that the server settings are 
correct. This must take place before the match begins. If the 
15 minutes pass and there are no complaints from either team 
about roster or server settings, the match will proceed and 
all players on the server will be considered valid. Any player 
who is not on the roster is considered ineligible and can be 
asked to leave the server. TGL Admins will not accept disputes 
over a roster or settings issue after the match has been played, 
unless an illegal substitute player from outside the server was 
used after the match had started.

After the 15 minute warm-up period, the match must start 
immediately unless both teams agree to a delay. If a team does 
not have the correct number of players on their team after the 
warm-up period is over (either the default of 6 players or 
enough to avoid a forfeit), the offending team will forfeit 
the match. Similarly, if the team controlling the server refuses 
to start the match after the warm-up period, they will forfeit 
the match.

An end round screenshot is mandatory, as they prove that the 
match was played and that the match results are correct. At 
least one person on each team is required to take a screenshot 
at the end of each round of the score table. Generally, admins 
will not ask for screenshots of match scores unless there is a 
dispute over the results.

Teams will be allowed to take a small break between rounds; this 
can last no longer than 5 minutes.

3.4 Match Reporting Procedures
After the completion of the match, the winning team should 
immediately report the results, regardless if a dispute is 
going to be filed. If there is a dispute, the results can be 
altered accordingly once the dispute is settled. When reporting 
a win, you must indicate whether or not the win was due to the
opposing team playing against your team and losing the match or 
if they forfeited the match. If the match isn’t a forfeit win, 
you will be asked to enter the round scores; always enter the 
amount of rounds you won first and the amount of rounds your 
opponent lost in the second text field. If the winning team does 
not report the match within a 12 hour time frame from completion 
of match a warning will be issued to that team. If this happens 
a second time that teams leader will be suspended for 1 
tournament match or forfeit the match that they failed to 
report.

Failure to report a match within 24 hours of the default match 
date and time may result in an admin selecting a winner at 
their discretion. Even if the winning team does not report the 
match within the proper time frame, it is also the responsibility 
of the losing team to message an admin and report the proper 
match score. If you need an extension to play your match beyond 
the normal 24 hour time period, please message an admin prior 
to the default match date and time and ask for permission.

3.5 In-Game Admins
TGL admins may be available to referee matches when necessary. If 
you feel an admin is needed for a match you play, please submit 
your request to the admin team, with your reasoning, a minimum 
of 48 hours before the match is to start.

3.6 Voice Communication Programs
The use of voice communication programs (such as Teamspeak or
Ventrilo) in TGL TF2 matches is completely acceptable.

Any connection problems or issues with such programs are not 
the responsibility of the TGL Admins, or a reason to halt or 
delay the match.

3.7 Player Connectivity
TGL is not responsible for players who experience connectivity
problems, under any circumstances. It is suggested that you have
someone waiting as a backup, so that if a player is disconnected, 
the backup can enter the server immediately. Voice Communication 
programs such as Ventrilo and Teamspeak are a great way to 
communicate with players awaiting substitution.

3.8 Substitutions
Substitutions are allowed and they may be made at any time during 
the Match. In the case of a substitution, the member that is 
being subbed OUT must leave the game PRIOR to when the member 
subbing IN joins the game. This prevents unbalanced teams during 
a substitution. Failure to respect this rule may result in 
forfeiture of the match.

3.9 Spectators
Spectators are not allowed in any official tournament or 
tournament matches. TGL admins have the right to observe any 
match, and shout caster(s) are allowed to spectate MOTW matches. 
TGL admins and shout caster(s) DO have the right to use the 
spectator team, giving them access to all spectator functions. 
Not passing server information to an admin when requested 
shall be grounds for disciplinary action.

3.10 Ties and Match Completion Requirements
Matches should be played indefinitely until a winner has been 
declared according to the overtime rules. Ties are not possible 
in a single elimination tournament bracket; a winner MUST be 
declared for each match. Teams are required to play the entire 
match in one night unless both teams agree to reschedule due 
to lateness. A TGL TF2 admin must be informed if the remainder 
of a match is being rescheduled. Under extreme circumstances, 
such as rounds being replayed due to a dispute or an unusual 
number of ties, the admin may grant a rescheduling of the rounds 
to be replayed.

If a team leaves the server prior to the completion of a match, 
the team that remains in the server will be awarded all 
remaining rounds as wins.

3.11 Forfeits and the Consequences
If the team you are scheduled against does not show by the 
default time, plus 15 minutes, please contact an admin (see 
section 7.1). We recommend that you have the required amount 
of team members in the server and take a screenshot of the 
server player list/scoreboard at the default match time to serve 
as evidence your team showed up and was ready to play the match.

Teams that forfeit a tournament match will be removed from the 
tournament.

4.1 Default Match Day and Time
The default dates and times for tournament matches is as follows:
    • Round 1 (cp_well): 
        Sunday November 4th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific 
    • Round 2 (ctf_2fort): 
        Sunday November 11th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific
    • Round 3 (cp_granary): 
        Sunday November 18th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific
    • Round 4 (cp_dustbowl): 
        Sunday November 25th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific
    • Round 5 (cp_gravelpit): 
        Sunday December 2nd at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific 
    • Round 6 (ctf_2fort): 
        Sunday December 9th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific 
    • Round 7 (cp_dustbowl): 
        Sunday December 16th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific
    • Round 8 (cp_well): 
        Sunday December 30th at 9:30 PM Eastern
        8:30 PM Central
        7:30 PM Mountain
        6:30 PM Pacific

ALL matches are to be played at the times listed above, unless
 BOTH teams agree to a new time. You MUST play your matches on
 the designated match day and report the proper score 
immediately following the conclusion of the match.

Each team is required to contact their opponent at least three 
hours prior to the default match time on the default match 
night to set-up and agree on match times and server information. 
If contact has not been made, then the team who has not 
attempted to contact the opposition MAY be subject to a forfeit 
loss.

The official method of contacting another team is by use of 
the Private Messaging system on the TGL Website. This method 
of contact is being required because all communications between 
teams will be logged in the event of a dispute and each private 
message notified the recipient of a new message via email. 
Failure to use this system for scheduling of matches could 
result in a forfeit or suspension if your match resulted in a 
forfeit being reported.

In order to send a message to your opponent, select their team 
on the schedule and then select the member listed as the 
Scheduler. From there you will be able to send a Private Message 
to the Scheduler for the team you are scheduled to play against.

All matches must be played on the default scheduled match day, 
unless both teams agree to play earlier than the default day. 
You can NOT play after the default match day for each 
tournament round. If no alternate time can be agreed upon by 
both teams, then the match shall be played at the default 
time. If a different time is agreed upon, then that is your 
new default time and NO further rescheduling is allowed 
unless approved by both teams. If the game was scheduled prior 
to the default date/time and a team fails to attend, the 
situation must be reported immediately to an admin.

Failure to report a match within 24 hours of the default 
match date and time may result in forfeit loss being awarded 
to one of the teams at the admins discretion. All matches 
must be reported a maximum of 24 hours after the default 
date and time for each tournament round.

4.2 Match of the Week Scheduling and Rules
Certain tournament matches may be selected for shoutcasting 
at the admins discretion or at the request of the 
shoutcasting organization affiliated with the TGL.

If your team does not wish to participate in a MOTW throughout 
the tournament, an admin must be informed prior to the 
tournament start, or as soon as your team is registered. Your 
team will then be left out of consideration for the MOTW. 
This is important - if your team is picked for the MOTW, you 
cannot refuse it unless the admins grant an exception.

Once a shoutcasted MOTW has started, the shoutcaster must 
remain in the server. A team cannot decide halfway through 
the match they do not wish to be shoutcasted anymore. Any 
team found kicking or banning a shoutcaster mid-match will 
forfeit that match.

5.1 Team Rosters and Minimum Amount of Players
Teams are required to have at least 6 on their roster before 
they can register for the tournament.

All matches should be played 6v6. Matches may be played with 
more or less players if both teams agree beforehand on the 
format to be used. The agreed format must be used for the 
entire match. As always, if the teams are unable to come to 
agreement on the number of players, the default of 6 will be 
used.

Teams may choose to play shorthanded if they wish to prevent 
a forfeit, but the opposing team is under no obligation to match 
the number of players, and may play with 6. You must have a 
minimum of four players ready in the server no later than 15 
minutes after the scheduled match time to avoid a forfeit loss.

5.2 Ringers and Team Hoppers
Team hopping will not be tolerated. If a team hopper/ringer 
is suspected, notify TGL officials immediately. Penalties may 
include suspensions, forfeits or removal from the tournament. 
No player is allowed to be on two TGL team rosters at the same 
time for any single tournament.

If your team has been eliminated from a tournament, you are 
not allowed to join another roster of a team still alive in 
that very same tournament.

5.3 Team Inactivity
Any team that forfeits a match will be removed from the 
tournament; inactive teams should request to be removed from 
the tournament before it starts.

5.4 Unreported Matches
In the event that a match isn’t reported by the end of the 
24-hour period in which the match is scheduled to occur, and 
there is no contact with an admin to provide an explanation 
(the match is still being played, or both teams decided to 
re-schedule the remainder of the match for the next night), 
an admin may choose a winner at their discretion.

5.5 Illegal Team Names
Team names including but not limited to the following will not 
be tolerated: profanity, hateful to any race, sex, or religious 
group, condone drug use, or general vulgarity. Teams found to 
have an offensive name will be notified by an admin and must 
choose a new name for their team, or be removed from the 
tournament.

5.6 Team Leader Responsibility and Cheat Detection
All participants in the TGL will be required to uphold the 
highest standards and observe common sportsmanship for the good 
of the tournament. Team Leaders need to ensure that their 
members have read and understand the rules because they will 
ultimately bear that responsibility. This includes checking 
for cheaters - team leaders should review PunkBuster 
screenshots and other server logs regularly for the purpose 
of self-policing their team.

5.7 In-Game Communication
Participants in a TGL TF2 match are not allowed to use global 
in-game chat in an abusive, offensive, vulgar or spamming manner 
at any point during the match. This includes pre-match, 
intermission and post match periods as well. When a match is 
live, only team leaders are allowed to use global in-game 
messages. Other players must use team-only in-game messages. 

Violators of these rules are subject to punishment at the 
tournament's discretion, which may include player suspension(s) 
or forfeiture of the match.

5.8 Sportsmanship and Suspensions
Any player who has been caught cheating at any time playing 
any online game, whether it’s on a public server, at a LAN 
event, in a scrim, in a match or in any other form of the 
game (including other leagues such as CAL), may be suspended 
from any and all TGL events. TGL supervisors will review each 
case and players may be suspended permanently; at
that point the player is subject to review 
by TGL for readmission. If a player is caught cheating in a 
TGL match, their team shall forfeit the game, and the team 
will be suspended from tournament play until that member has 
been removed from their team. Any matches played with that 
player up to that point will have the wins overturned. If a 
member is caught cheating outside of a TGL match, the 
suspension shall be enforced on the player without the matches 
being overturned. The computer system that you play from is 
not the responsibility of the TGL; it is your sole 
responsibility to make sure that your system is cheat free. 
If you allow others to use your computer(s) or you borrow/rent 
systems to play from, you need to ensure that they are cheat 
free prior to playing. It is impossible to trust a player who 
has been caught cheating on a pub to withstand the temptation 
to cheat when a title or prize is up for grabs.

Any player, or team caught (with proof) using any type of 
internet attack tools to interrupt a game, a player in that 
game, or a team’s servers (such as voice communication), will 
be subject to disciplinary actions as if they were a cheater.

Any member that belittles or demeans the tournament, another 
team or official Admins will be immediately suspended until 
further notice. Personal attacks will not be tolerated. 
Individuals caught posting private conversations, logs or 
emails in public sites/forums or sharing confidential 
information will be subject to individual penalties. Teams 
who post private conversations or matters on their sites will 
face repercussions also. Logs and emails are not considered 
proof as the can be easily or altered or forged. Confidential 
matters should be respected and logs from third parties 
should not be considered proof of any action or intention on 
their own. Any accusations against another team made in a 
public forum or other public media will result in a 
suspension against the team or individuals making the 
accusation. All disputes or accusation must be sent to TGL 
admins in a private manner.

5.9 Registrant Conduct
The Registrant agrees not to maliciously disparage, 
discredit, slander, libel, or defame the TGL or MyIS, TGL 
or MyIS staff, TGL or MyIS events, MyIS or TGL Sponsors, 
in any public forum, or format, including but not limited 
to, websites, IRC, Usenet/Web discussion systems, chat 
programs, magazines, newsletters, newspapers, radio, videos, 
documentaries, television, etc. If the Registrant fails to 
abide by this requirement, Registrant may be disqualified 
from TGL events, forfeit prizes, be barred from future 
competitions including all leagues and tournaments within 
TGL, and/or be subject to appropriate civil penalties.

6.1 Server Usage and Requirements
At this time TGL does not supply official tournament servers 
for TF2 matches. Teams that own/operate their own gaming 
server will be encouraged to use it during their scheduled 
match. Servers must meet the following requirements:
    • Must be dedicated (not a listen server)
    • Must not be a LAN server with one team immediately local 
      to the server (in other words, a majority of one team 
      may not ping <5 to the dedicated server)
    • Must have at least 1.5Mbps bandwidth upload and download 
     (full T1 or greater)
    • Cannot be hosted on residential* cable or DSL connections
    • Must be located in the continental United States or Canada, 
      unless both teams agree to a server in a different location
    • Must meet or exceed the minimum CPU requirements specified 
      by game developer/publisher

* Business-grade cable modems and DSL are acceptable, as long as 
they meet the bandwidth requirements. Such connections have a 
guaranteed level-of-service and a dedicated circuit, therefore 
they are reliable enough to host a TF2 server.

6.2 Server Configuration
The server configuration is subject to change as the tournament 
evolves.

Upon entering a match server, both teams should check the 
server's settings to verify that they are correct. If no 
objections are made prior to play commencing, no team may 
challenge the settings during or after play. If an objection 
is made prior to the match commencing and the server 
settings do not match those set by the tournament, the 
settings must be fixed prior to the game. An initial 
objection will suffice as notice that settings are incorrect 
and may be given as evidence post game that corrections 
were not made and will result in a forfeit for the hosting 
team.

Any changes to the server settings while a game is in progress 
will result in the offending team forfeiting.

6.3 Ping Imbalance and Dial-up Players
The difference between each team's average pings to the agreed 
upon server can be no greater than 75 ms. Pings must be 
confirmed in game, not through pinging tools such as GameSpy 
and AllSeeingEye. If the difference between the average pings 
is less than 75 milliseconds, the server is acceptable for 
play. If a server is unacceptable by the rule, then a new server 
must be found. In extreme cases where a server cannot be 
agreed upon by the teams, then a TGL admin must be contacted 
to solve the dispute and decide on a server that is suitable 
for the match.

If one team declares a server to be unplayable and an alternate 
server is used, that team must use the same players that were 
pinging high to the original server in question.

Individuals playing on dial-up connections waive their right 
to the ping imbalance rule.

6.4 Server Crashes and Resolution
If the server crashes during a round (half of a set), please 
restart that round. If the server crashes a second time, 
again, please restart that specific round. However, for 
ctf_2fort, cp_well, and cp_granary, the amount of points 
each team has accumulated before the server crash will be 
counted. Please come to an agreement on how many minutes 
were remaining in that half and only use that amount of time 
when the half is replayed.

In the event of a third crash, the game must be cancelled 
and team captains must contact an admin (see section 7.1). 
An admin may assign a server and have the match restarted, 
or allow for a reschedule so the remainder of the match can 
be played the next day.

7.1 How to Contact an Admin
There are three ways to contact a TGL TF2 admin - the TGL 
website private message system, the forums, and by email.

The preferred method of contacting an admin is via the TGL 
website private messaging system. To send a message to an 
admin, go to the Admins page and click the name of the admin 
you wish to contact. If you need to send files/logs/transcripts 
to an admin, please an email to the admin with the necessary 
files attached. It is also a good idea to send a private 
message to an admin when sending attachments via email. Admin 
email addresses can be found on the Admins page.

7.2 The Dispute Process
Disputes include, but are not limited to:
    • Scores being reported incorrectly 
    • Unsportsmanlike behavior 
    • Cheating in game 
    • Improper conduct in or out of game 

In the case of a dispute, team leaders or designated match 
leaders must submit an email to a tournament admin. Any member 
who is not a designated leader is not allowed to report a dispute. 
Disputes are not a public matter and should only be handled 
by the Admins. Posting disputes on public forums could lead 
to suspension. A formal dispute must be filed within 24 hours 
of the match being completed. The dispute must be made through 
email from the email the leader or match leader used on the TGL website.

As much information as possible should be sent in this initial 
email, so please include a full description of what happened, 
why this dispute is being made, and also include any logs or 
screenshots that may be used as evidence to support your claim.

If the team initiating the dispute fails to provide any proof, 
then there is no claim. If a team makes repeated false claims 
against other teams, the disruption may be viewed as grounds 
for team suspension. Once a team has two failed disputes, they 
will lose the right to submit general disputes. Anti-Cheat 
disputes will remain open at all times.

If necessary, a TGL admin may request additional information 
from either team. Team will have 48 hours from the initial 
request to provide the requested items or risk forfeit or 
other disciplinary action.

All evidence will be reviewed by the admins and a ruling issued. 
This ruling will be final, and the matter laid to rest. If a 
TGL admin is a member of a team involved in a dispute, that 
admin will not have access to the dispute or any proof provided 
to support that dispute. A representative from the defending 
team other than the TGL admin will be contacted to handle any 
issues related to the dispute.

7.3 Rule Violations and Consequences
Any and all rule violations are a serious issue and will not be 
taken lightly. Teams who violate any rule may be subject to 
disciplinary action. This includes the specific penalties listed 
or suspensions, forfeits, replays, removal from the tournament, 
and lost off points. The tournament may change penalties as it 
sees fit.

In the event a team breaks the public chat rule and degrades, 
verbally attacks or threatens an opponent, the team that the 
player represents will be deducted 1 point in the standings and 
that individual player shall be suspended until further notice. 
A second infraction will cost that team a 1-week suspension and 
loss of 2 additional points. The tournament will not tolerate 
such behavior. Disruptive teams will be purged from the 
tournament. Any team that is repeatedly disruptive in the form 
of un-tolerated language, pointless spamming, server crashing, 
etc. will be removed from this tournament.

7.4 Bug Abuse and Exploits
All known bug abuses/exploits that are illegal in the AMD 
Roughneck Challenge will be listed here. Should a clan discover 
a possible exploit that is not listed here, they should contact 
an Admin immediately so it can be evaluated and a ruling made 
on its legality.

    • Activating an uber charge and then saving it for later use
(by switching medic weapons) is legal.
    • Extending an active uber charge by continuous weapon
swapping is illegal
    • Killing during setup is ILLEGAL, except on cp_well,
where it is legal

Any team caught using an exploit may be subject to punishment 
at the admins discretion, which can include a forced replay or 
forfeiture of the round in question, or even forfeiture of the 
match. If an exploit is not listed in this section it does NOT 
mean it is legal. Any questions or concerns regarding a possible 
exploit should be brought to an Admin before a match is played.

In general, if you believe an unknown bug gives your team an 
unfair advantage, don’t use it. Just because an exploit isn’t 
listed here, doesn’t mean that it won’t found out and be 
considered illegal in the future. Using an unknown potential 
exploit can result in the forfeiture of the offending team.

7.5 Add-ons and Game Modifications
Any modification made to the game client will not be allowed. 
This includes any change of player skins, scripts or macros 
of any form, or 3rd party software that changes the game client 
in any way. Any team caught violating this rule will forfeit 
their match and will be subject to further disciplinary actions. 
The game is to be played as is from original installation and 
updated in accordance with official patch releases and any 
possible official modifications (none at this time).

7.6 Cheating Scenarios and Punishment
This tournament requires the usage of the TGL anti-cheat program 
for all players during every match. These AC files must be kept 
on your system for no less than three weeks after each 
particular match. Failure to produce the AC file for any reason 
will result in your team forfeiting the match. A second 
offense could result in your team being removed from the 
tournament and/or a possible suspension for offender. 

The Total Gaming League is making use of a zero tolerance policy 
on cheating. If we receive valid evidence of a registered TGL 
player cheating in any competitive multiplayer game, that person 
will be permanently banned from TGL competition. We don't care 
if it's America's Army, StarCraft, Counter-Strike, Call of Duty, 
Quake, or Checkers. If we have evidence of cheating, the player 
will be banned. We do not wish to award cash and prizes to 
individuals that have a problem with fair competition. Below you 
will find specific scenarios to help assist you in understanding 
our guidelines for banning cheaters.

1. A player is on a PunkBuster recognized ban list (regardless 
of game), such as the Punksbusted.com Master Ban List. 
    o Result: The player is permanently banned from TGL 
      competition. It doesn’t matter if the game was Delta 
      Force and the violation occurred 9 years ago. It doesn’t 
      matter if the violation occurred in a public or a private 
      server. If we’re aware of the previous cheating violation, 
      that user will be banned. TGL matches that the banned 
      player previously participated in are not overturned 
      unless the ban occurred during a TGL match. 

2. A player is PB kicked for cheating on a public or private 
server, but the ban isn’t streamed to the Master Ban List. 
    o Result: The player is permanently banned from TGL 
      competition. TGL matches that the banned player 
      previously participated in are not overturned unless the 
      ban occurred during a TGL match. 

3. A player is banned for cheating at CAL, TWL, CEVO, SOTF, 
on LAN, or any other competitive gaming competition using 
anti-cheat software or PunkBuster screenshots/logs as evidence. 
    o Result: The player is permanently banned from TGL 
      competition. TGL matches that the banned player 
      previously participated in are not overturned unless the 
      ban occurred during a TGL match. 

4. A player is banned for cheating at CAL, TWL, CEVO, SOTF, 
on LAN, or any other competitive gaming competition, but 
they strictly used demo review as their evidence. 
    o Result: The player is NOT automatically banned from TGL 
      competition unless that demo evidence is also reviewed 
      by TGL staff members first. If the player is banned 
      after demo review, any TGL matches that the banned 
      player previously participated in are not overturned 
      unless the ban occurred during a TGL match. 

5. A player is banned for cheating during a TGL match using 
anti-cheat software, PunkBuster screenshots, PunkBuster logs, 
or demo review as evidence. 
    o Result: The player is permanently banned from TGL 
      competition. TGL matches that the banned player 
      previously participated in during that specific season 
      are overturned. 

6. A previously banned TGL player participates in a TGL match. 
    o Result: The banned player’s new TGL account and registered 
      GUID will be banned again if applicable. The team allowing 
      the banned player to participate will forfeit the match. 
      The team leader may also be suspended for allowing a banned 
      player to participate in a TGL match. A second offense 
      will result in the team being removed from all current 
      TGL competition and the leader will be permanently banned 
      from TGL competition. 

7. Both teams in a single match use players previously banned 
from the TGL. 
    o Result: The banned player’s new TGL accounts and 
      registered GUIDs will be banned again if applicable. 
      Both teams will receive forfeit losses. A second offense 
      by either team will result in that particular team being 
      removed from all current TGL competition and the leader 
      will be permanently banned from TGL competition. 

8. A player admits to cheating. 
    o Result: Admitting to cheating is a very risky business. 
      TGL admins may or may not ban individuals that admit to 
      cheating, depending on their own judgment of the context 
      in which such a statement was said. 

TGL bans for cheating based strictly on demo review are voted 
on by TGL admins that have reviewed all known evidence. A 
majority vote to ban will result in the TGL player being banned. 
If the vote isn't unanimous or the vote is tied, it is up to 
the senior admin to make a final decision or leave the case open 
to wait for further evidence to develop.

TGL admins reserve the right to interpret these rules as 
necessary; the items listed above are simply guidelines. The 
TGL reserves the right to treat certain situations uniquely 
and decide on proper punishment for circumstances not described 
above.

7.7 Mandatory Demos, Prodigy Anti-Cheat, and 
Screenshots
All players and team captains are required to record first 
person demos for all matches. All players are required to hold 
first person demos for at least fourteen (14) days. After the 
fourteenth (14th) day, the demos may be discarded.

Prodigy AC files are required for all matches. The Prodigy AC 
program can be downloaded at the following locations:
    • Link  OneLink Two

If a player has been requested to submit demos, AC files, 
and screenshots to an official for whatever reason, the player 
has twenty-four (24) hours to comply. If the player does not 
have the requested information, this will be considered an 
acceptance of guilt resulting in player termination from the 
event.

If a player fails to start their demo or AC file prior to 
the beginning of match play, any round (half of a set) not 
recorded in the demo or AC file will be rewarded to the other 
team and that player will receive a suspension. The length of 
the suspension is up to the discretion of the admins and will 
not exceed the maximum length of three (3) weeks.

8.0 Rule Changes
The Total Gaming League and its admins reserve the right to 
modify the rules as needed. This includes changes due to 
software updates or releases, competition committee decisions 
and all other changes deemed necessary to the tournament. Teams 
should check the rules on a regular basis and prior to every 
match to ensure they are in complete compliance. Teams must 
understand that the rules listed are guidelines that TGL will 
use to try and ensure fair and competitive play and are subject 
to interpretation by the TGL admins based on the spirit of the 
rules and game.