BF6 2v2 Tanks Tournament

Battlefield 6

2v2 Tanks Tournament

Rules

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REGISTRATION

Signups Open

Join Anytime

FORMAT

Swiss + Single Elim

All Teams Play Every Swiss Round

CAPACITY

TBD by Signups

Bracket Cut Set Per Event

Swiss + Single Elimination: Every team plays every Swiss round, paired against opponents with a similar win record. The top teams by final Swiss standings then advance to a single-elimination bracket to crown the champion. The bracket size (4/8/16) is set by admins per event based on signups.

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💥 Dominate the Battlefield: 2v2 Tanks Tournament 💥

Ready your cannon and crew! Battlefield 6 Tanks vs Tanks is here to settle the score on who the true armored aces are. This isn't about infantry, it's raw, explosive, mechanized warfare.

This competition pits two-person teams against each other in pure tank combat, using only the weapons mounted on your armor. Each team deploys two separate tanks in fast-paced round-based matches in a Swiss-system tournament followed by a single-elimination bracket — every team plays every Swiss round, paired against opponents with a similar win record, then the top teams advance to a knockout bracket to crown the champion.

IMPORTANT: These rules are subject to change. We're keeping things flexible to maximize participation. Times, specific formats, and weapon restrictions will be locked in based on the number of signups and participant feedback.

🛡️ Get Your Team in the Fight!

The battlefield is calling, but you can't go alone!

  • Teams need a minimum of 2 and a maximum of 10 players on the roster. Assemble your crew of expert gunners and drivers!
  • Seeded Pairings: The Swiss schedule is generated and seeded by admins to ensure fair competition. Round 1 uses fold seeding; subsequent rounds pair teams within the same score group.
  • Roster Lock: Rosters lock as soon as the Swiss schedule is generated. Ensure your team is fully assembled before the deadline!
  • Ready to roll? Head over to teamwarfare.net, log in with Discord, create a team, and register for the tournament.

🏆 The Format: Swiss-System + Single-Elimination Tournament

Think you're the best? Prove it! The tournament is organized into Rounds, each with a specific deadline (typically about one week apart). Matches must be played before the deadline or teams face possible cancellation.

Check the tournament page on the website for exact dates and deadlines for each round.

The tournament has two stages:

  1. Swiss Group Stage — Every team plays every round. After each round, teams are grouped by their win count (score groups) and paired against opponents with the same record. No team is eliminated during the Swiss stage. Standings are determined by match wins, with tiebreakers including Buchholz, median Buchholz, game difference, head-to-head, and seed.
  2. Single-Elimination Bracket — After the final Swiss round, the top teams by final Swiss standings advance to a single-elimination bracket. The number of bracket teams (4, 8, or 16) is set by admins per event based on the final signup count. Bracket seeding follows the final Swiss standings. Lose a match in the bracket and you're out — win and you advance. The last undefeated team is crowned champion.

Matches are played across 3 maps, with each map being a Best-of-5 rounds. First team to win 3 rounds takes the map, and first to win 2 maps wins the match!

Rankings & ELO

Every match matters. Participation in this tournament — as well as future leagues and ladders — all contributes to your TWL Match ELO. This is where you start building your legacy on the new platform.

Looking Ahead

We're also preparing to launch full League Formats and we want your input. We'll be using the finals of these tournaments as a feature point for shoutcasting and community showcases.

Your legacy in the TWL Tanks Tournament continues today! Sign up, squad up, and let the tank tracks roll!

🛡️ TWL Battlefield 6: 2v2 Tanks Tournament Rules

1. Introduction

1.1 Rule Hierarchy

Tournament-specific rules supersede the corresponding general tournament rule.

  • Type of Gameplay: Round-Based Vehicle Elimination (Vehicle-only scoring)
  • Tournament Structure: Swiss System (standings-based pairing) followed by a Single-Elimination bracket. Home Team is the higher-ranked team in the current standings while Away Team is the lower-ranked team.
  • Tournament Rounds: Weekly deadlines apply to each round (check the website tournament page for exact dates). Round N+1 pairings are generated from round N results.
  • Number of Maps: 3 (Best-of-3 Maps format).
  • Number of Squads: 1
  • Members per Squad: 2
  • Time Limit: Per Admin settings (Rounds end on 2 target kills or 5 minute timer expiry)
  • Friendly Fire: On (no exceptions)
  • Rounds per Map: Best of 5 (First to win 3 rounds)
  • Map Selection:
    • The maps for each week/round are assigned by the tournament system or admins.
    • Both teams play the best of 3 format for the maps that are assigned per round.
  • Side Selection: Away team always chooses side for the first set. Teams alternate sides for each subsequent set in the Best-of-3.
  • Server Selection: Hosted via Portal Experience Code (See Rule 2 for Server Hosting Rules)
  • Map Play Order:
    • Only the assigned maps for that week are to be played.
    • Best-of-3 format continues on the same map until a match winner is determined.

2. Server settings

  • Servers must be hosted using the TWL Portal experience codes.
  • Alternative specific map codes are available in Section 3.
  • The server host is the home team; the one hosting the experience is the "Server Admin".
  • The experience includes an Admin panel for live tuning (round kills target, wins, ties, clock, round start/end) and auditing. This is accessible in the top right while the triple-tap "Ready-Up" screen is visible.

3. Maps

Maps are assigned per round of the tournament. Teams do NOT pick or ban maps. Instead, refer to the tournament page on the TWL website to see which map has been assigned for your current round/week.

Use the Experience Codes below for the assigned map. When starting the server, please specify the code corresponding to the assigned map configuration.

  • ZPFX9 - All Maps
  • ZQAWE - Blackwell Fields
  • ZQAV1 - Defense Nexus
  • ZQAVG - Operation Firestorm
  • ZQAW7 - Manhattan Bridge
  • ZQUAD - Golf Course
  • ZQATW - Liberation Peak
  • ZQAVU - Mirak Valley
  • ZQAVP - Area 22B

4. Map Rotation

  • Round Assignment: Each round (approx. 1 week) features 3 maps from the pool.
  • Match Format: Best-of-3 maps (Best-of-5 rounds each), all played on the tournament round assigned maps.
  • Side Switching: Teams must alternate sides at the start of each new "map" in the Bo3 set. The lower-ranked team in the current standings selects side choice first. Each subsequent map the team who is not hosting chooses side.

5. How you win

5.1 Victory Conditions

Matches follow a Best-of-3 Maps structure, where each "map" is a Best-of-5 Rounds.

  • The first team to win 3 rounds wins the map (set).
  • The first team to win 2 maps wins the match.
  • IMPORTANT: All 3 possible maps are played on the assigned maps.
  • Side Rotation: Teams switch sides at the start of each new map in the set. (Map 1: Home/Away, Map 2: Away/Home, Map 3: Whoever has more rounds won from maps 1 and 2. If even in score, server host defaults to higher-ranked team and side selection to lower).
  • A round is won by achieving 2 target kills (destroying the opposing team's vehicles) or by holding the kill lead when the round timer expires.

5.2 Tank Combat Flow

  1. Triple-tap the interact key to display the Ready Up dialog.
  2. Use the dialog to set your per-player ready state.
  3. Vehicles register to a team on first entry. Wait for the "Vehicle Registration" message to pop up when entering your vehicle. If you don't see this, get out and back into your vehicle.
  4. Once the match is live, destroying a registered vehicle awards the opposing team a round kill.
  5. Repairs: You may leave your tank to repair during combat, but you must stay close to it.
  6. Resupply: Use ammo crates for resupply. More ammo crates are given once returning to your main base between rounds.
  7. If you are destroyed, you are out for the remainder of that round.

5.3 Scoring and Tie-Breakers

  • Rounds and kills are tracked automatically in a custom HUD. Screenshot this at the end of every Map!
  • Tie-Breakers: The Portal experience handles Map ties and round logic automatically via the Admin panel settings.
  • Teams must add up all 3 data points across all three maps: Map Wins, Round Wins, Total Kills. These are the tie breakers in order:
    • Most Map Wins: if these are even (e.g. 1-1-1), then:
    • Most Round Wins: if these are even (e.g. 6 round wins each), then:
    • Most Total Kills is the last tie breaker (e.g. 14 total kills vs 12 total kills)
  • HUD and victory/round-end dialogs mirror the authoritative match state.

6. Match behaviour

All members of all teams are responsible for treating each other with respect during the match. Please respect those in the server at all times and don't be careless with your language. The server as well as all members of each team should be running the latest patch available from EA Games.

Players are expected to conduct themselves in match play with a professional and courteous attitude towards other players and Admins at all times. Unsportsmanlike behavior consists of constant global spamming, taunting, and direct insulting. Any unsportsmanlike conduct reported to the Tournament Admins and verified can lead to disciplinary action against said player(s) or even the team itself if severe and blatant enough to warrant such actions. Severe and gross misconduct may even lead to more severe repercussions such as dismissal from a team, tournament, or TeamWarfare. Said resolutions will be at the discretion of the Tournament Admins as well as TeamWarfare Admins.

Racist or sexist remarks will not be tolerated. Simple, straight forward... Play nice.

7. Player and vehicle limits

7.1 Tank-Specific Rules

This is a 2 vs. 2 tank tournament. Teams must deploy both tanks, rather than hotseat/repair a single tank. You are allowed to repair your teammates tank, but you must leave the main base with your tank first and you must stay out of the main base during the live round.

Important Technical Limitations:

  • Cannot edit vehicle loadout once in-game. You must reconnect to reconfigure and then rejoin.
  • Tip: Choose and select your optimal/desired MBT, IFV, and engineer class loadouts before joining the server.
  • If you have issues spawning in, ensure your engineer loadout contains supply crates. Additionally it is ideal to spawn with the "Combat Engineer" sub-class.

7.2 Team Composition

Each team is to field a minimum of 2 players. If a team is unable to meet this requirement, the offending team must either forfeit or reschedule the match at a later date with cooperation from the opposing team captain. If one team cannot field 2 players, they are eligible to play the match 1v2. If both teams cannot field the 2 players required, then both teams may opt to play 1v1. If a team cannot field any players for the match, then a forfeit will be awarded. Proof needs to be provided as per Rule 9.5.

8. Team rosters

8.1 Roster Requirements

  • Minimum roster size: 2 players
  • Maximum roster size: 10 players
  • Roster Lock: Tournament members join teams per tournament and may only be a member of one team per tournament. Rosters are locked once the Swiss schedule is generated. In order for a player to be considered 'eligible' for a match, they must be on their team's roster when the Swiss schedule is generated and remain on the team until the match is completed. Admins can add late joiners to the tournament at their discretion.

8.2 Player Identification & Verification

To maintain competitive integrity and prevent "smurfing" or the use of unauthorized ringers, all players must compete using their primary, verifiable identities.

  • 8.2.1 Mandatory Account Linking: Competitors are required to link their EA and Steam accounts to their TWL profile. This establishes a "true-to-true" identity that must match the player participating in the match.
  • 8.2.2 Streamer Mode Prohibited: The use of "Streamer Mode" or any in-game setting that obscures, anonymizes, or alters a player's EA ID/In-Game Name (IGN) is strictly prohibited during any tournament match. Real account names must be visible on the scoreboard and in all submitted media (screenshots/recordings).
  • 8.2.3 Naming Consistency: The in-game name (IGN) appearing on the Battlefield 6 scoreboard must match the name listed on the official TWL Match Roster. If a player updates their EA ID, they must update their TWL profile accordingly before participating in any further matches.
  • 8.2.4 Verification Failures & Ringer Protocols: If a player is found using Streamer Mode, or if a player's name does not match the roster, the following steps must be taken:
    • Immediate Notification: The opposing team must notify the player/captain via match comms as soon as the discrepancy is noticed.
    • Correction Period: The player must be given the opportunity to disable Streamer Mode or clarify the identity.
    • Refusal to Comply: Refusal to disable Streamer Mode or provide identity verification upon request constitutes a Major Infraction (Match Forfeit) as outlined in Section 13.3.
  • 8.2.5 Pre-Match Validation & Dispute Finality: To prevent post-match disputes over minor clerical errors:
    • Proactive Verification: Team captains are expected to verify the opposing roster BEFORE the match begins.
    • Finality of Play: If a match is played in its entirety without a dispute being raised in match comms regarding player identity, the results are considered final.

8.3 Substituted Players/Rejoining

Due to the nature of the internet, it is possible for players to be disconnected from the internet or dropped from a server. Should this happen, you may substitute an eligible player to fill the spot or the dropped player may rejoin. However, upon joining the server the player must rejoin their respective team immediately. Anyone joining the opposing team's side for over 30 seconds will be considered observing and will subject their team to forfeiture of the match or replaying the map.

Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new maps. However, this should be done in a timely manner that does not hinder the progress of the game.

Substitute players, brought in during match, that are not eligible players by the above criteria, will force an immediate forfeiture on the part of the team they were playing for. Any substitutions that are done mid-round are reviewable at end of match and can still be disputed.

8.4 Smurf Policy

Smurfing is signing up for more than one team (or the same team) on the same tournament, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.

Playing for a team you are not registered to play for is prohibited. Playing on more than one team per tournament is also prohibited, as is registering multiple accounts for use on the same team or tournament.

Minimum punishment for the violation of this paragraph is as follows but not limited to: (It will ultimately remain sole discretion of TeamWarfare Staff)

  • The team that the smurf joined or played for will be disqualified from the tournament.
  • The smurf's account(s) on, and possibly access rights to, TWL will be revoked.

Additionally, team captains and founders can contact your games coordinator (Admin). The Admins will cooperate fully with team captains and founders in order to combat and prevent smurfing. We will NOT hand out IP's so don't ask, but we will be more than happy to check a certain player on your team.

9. Match Management & Captain's Responsibility

9.1 Match Scheduling and Deadlines

All tournament matches are played in "Rounds." Each round has a strict deadline, typically one week from the start of the round.

  • Check the Tournament Page: Captains must refer to the tournament page on the TWL website for the exact deadline date and time for each round.
  • Coordination: Teams must coordinate match times within the first 48 hours of a new round being opened.
  • Risk of Cancellation: Any match not completed and reported by the round deadline faces immediate cancellation. Admins may award a double-forfeit or adjust standings based on scheduling effort shown in Match Comms.

9.2 Match Confirmation

Matches are to start at the agreed time, and a 15-minute grace period will be allowed should a team run late or have a problem rounding up members. After this grace period, the team with members present and waiting on the designated server should contact an Admin immediately in Discord in the appropriate channel. Please supply both teams involved in the match and tournament should that apply.

Teams should have the minimum number of players on the appropriate server no later than 15 minutes after the scheduled match time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party. Both teams should be ready to play no later than 30 minutes from the scheduled match time (Unless agreed upon by both parties). Failure to agree to start the match at this time will result in forfeiture by the non-compliant party.

9.3 Roster Verification

It is each team's responsibility before the match starts to see that all players are legally registered on each team's roster. After match start or completion, roster disputes are not valid justification for forfeiture or Admin intervention.

9.4 Side Selection and Map Choices

Side selection and team swaps are facilitated by the Portal Experience, which includes a Team Swap button with forced undeploy to ensure fair side rotation.

Map side choices and order must be relayed to the opposing team via match comms. Failure to communicate these options in a timely manner may result in your forfeit of these options at the opposing team's (and Admin's) discretion.

9.5 Screenshot and Evidence Requirements

  • Please have either demos or screenshots available if requested for verification. Please make use of the match communications system in place for captains and founders to use to reinforce attempts to set up match details.
  • You need a screen shot of the final match results.
  • Each team should be aware of the admin panel.
  • Note that you can/should drop relevant screenshots into Match Comms channel.

9.6 Team Management

Teams have one (1) Owner and any number of Captains. The team Owner should determine who should be in charge of match scheduling and maintaining the team information. Multiple team captains can be assigned to perform such duties.

  • There are only to be a maximum of 2 captains assigned to any tournament match.

Access to the Team Admin Console is available to all Captains. NOTE - You must login to the tournament in order to administer your team.

9.7 Rescheduling

Should a match require rescheduling, the new match time must still fit within the tournament's overall schedule. Matches can only be rescheduled once. Mutual consent via match comms between opponents is required.

9.8 Punctuality (Preparation)

In between maps, a maximum preparation time of 10 minutes (15 minutes if you're switching servers) is allowed before starting the next map. Your opponents may start the map if you exceed these time limits.

9.9 Match Results Reporting

Match results are to be reported as a loss in your team admin panel or if you are disputing the loss you must login to your team admin panel and select the "Dispute Match Results" link within 1 hour of match end. If a team fails to report or dispute, the team needs to notify the tournament Admin immediately. Failure to do either within 1 hour of match end will result in forfeiture.

By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff).

10. Match Communications

All match communications must take place through the TWL Discord Match Comms system. This system provides dedicated channels for each match to facilitate coordination between captains and Admins.

10.1 Server Communication

Server preference and choices are communicated through the "Match Communication" Portion of your Team Admin Console. All servers must be posted in the online match communications 48 hours prior to the match time. If no attempt is made to offer a server for your team, and the opposing team has offered a server, all matches may be played on the opposing team's server per their request.

11. Disputes

11.1 General Dispute Policy

All disputes will be handled by the Tournament Admin. Each and every dispute inevitably involves different aspects and will be dealt with individually. Disputes must be submitted NO MORE than 1 hour after completion of the match. DO NOT REPORT A LOSS IF YOU PLAN TO DISPUTE. Use the built-in dispute feature found in your administration panel.

Once a match has started, it is understood that both teams agree to the terms of the match. If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.

11.2 Evidence Submission

If match results are being protested, a Tournament Admin and the opposing team captains must be made aware of the protest within one hour from the completion of the match via the "Dispute Results" link in your admin panel AS WELL AS through match comms. Failure to do BOTH may result in an Admin reporting the match.

After a protest has been initiated, both teams have 24 hours to gather evidence. In this time, the team being protested against may issue a counter-protest.

11.3 Resolution Timeline

ALL match issues should be resolved within 48 hours from match completion.

12. Exploits

12.1 General Exploit Policy

The rules are intended to be guidelines for competitive matches. We reserve the right to review any disputes against the published set of rules and declare something outside the published set of rules.

12.2 Tank and Map Exploits

  • Repair Policy: You may hop out of your tank to make repairs during a fight, but you must stay close to your vehicle. Bailing out and running away just to avoid death is prohibited.
  • Main Base Gating: The experience includes main-base entry/exit tracking. Obey pre-round "over-line" warnings.

12.3 Map Bugs

Exploiting map bugs is prohibited.

13. Cheating/Hacking

13.1 Zero Tolerance Policy

TWL maintains a zero tolerance policy for cheating and hacking. Any violation will result in immediate action against the offending player and potentially their team.

13.2 Prohibited Actions

The following are NOT permitted in Battlefield 6 gameplay while participating in a tournament match for the TWL:

  • Switching teams after being killed in order to observe the other team's players
  • Running a server-side mod without the permission from the other captain
  • Removing the other team's players by means of kicking or vote kicking
  • Changing the map outside of agreed rotation
  • Dead players communicating with live players via the console during match play
  • Use of any client-side modification that enhances your aim
  • Exploiting map bugs
  • Not following any of the specific rules above
  • Any client side mod that changes fog distances or skins.

13.3 Consequences

Violation TypeFirst OffenseSecond OffenseThird Offense
Minor InfractionsWarning + Match ForfeitTournament DisqualificationSuspension
Major InfractionsMatch Forfeit + SuspensionTWL BanPermanent Ban
Hacking/AimbotsImmediate TWL BanPermanent BanPermanent Ban
Team ConspiracyTeam DisqualificationTeam TWL BanTeam Permanent Ban

Violation of ANY of these will result in an automatic forfeit and potentially expulsion from the TWL tournaments.

14. Qualified servers

14.1 Server Requirements

Servers must use a TWL BF6 experience code (See section 3).

14.2 Server Equity Rules

NOTICE: Server selection is required to be equitable for both teams. If the teams cannot agree on either of the presented servers as being equitable, a TeamWarfare Admin will mandate a neutral server.

Server selections are bound by a "reasonable difference" in ping. If the average ping differential is substantial, the opposing team has the right to refuse a server, provided there is a viable alternative server open for match use.

Servers with vast differences in average ping are not considered equitable. Ping difference should not exceed 75ms between the teams. Players with over 250ms ping should be discarded from the average.

14.3 Server Selection Protocol

The home team (higher-ranked team in the current standings) chooses the server. If a neutral server cannot be agreed upon, then the first map will be played on the home team server choice. Second map will be played on the away team (lower-ranked team) server choice. Third map will be played on the team with the higher score's server, unless the score is tied. If tied, then the third map will be played on the higher-ranked team's server choice.

14.4 Server Stability

Please ensure the server's stability and capability to withstand 4 players before the match begins. In the event of excessive lag, another server may be chosen or the match may be rescheduled.

14.5 Server Type

Server hosting requirements: Use the official TWL Portal Experience Codes (e.g., ZKBX5).

15. Admins

15.1 Admin Roles

TWL Admins are responsible for overseeing tournament operations, resolving disputes, and ensuring fair play. Admins have the authority to make final decisions on all match-related issues.

15.2 Admin Contact

Any questions or concerns in regards to match play by other teams, players, or questions in general can be directed to the Battlefield 6 Staff. A TWL Admin should be contacted immediately (via Discord) for a ruling to be made.

Final Remarks

Remember: Please handle all situations such as server difficulties with a mature, responsible, and reasonable attitude. Good luck and we hope this brings you a side of Battlefield 6 that you have been wanting to see.

16. Changelog

  • June 27th, 2026
    • Adapted ruleset from the BF6 2v2 Tanks ladder for the Swiss + Single-Elimination tournament format — Swiss group stage (every team plays every round, standings-based pairings) feeds a single-elimination bracket (top N teams by final Swiss standings, N set by admins per event based on signups). Match format retained (Bo-3 maps, Bo-5 rounds, 2 target kills/round); maps reassigned per round instead of pick/ban; roster lock at schedule generation; standings-based home/away server selection.

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These are the maps that are selected for official matches, teams can agree to play different ones but if they can not agree it will have to be what the ladder selected from this pool.

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FAQ

How can I find a teammate?

Finding a teammate can be a very rewarding experience, the easiest way to get started is to socialize in our Discord while staying tuned to happenings within it as well as scrimmages, match results and more. If you're looking for more advice you can always ask tournament admins, team captains and owners.

How do I sign up?

Head over to teamwarfare.net, log in with Discord, and navigate to the Tournaments tab. From there you can create a team and register for the tournament. You'll need at least 2 players on your roster to be eligible.

How does the Swiss + bracket work?

This is a Swiss-system tournament followed by a single-elimination bracket. During the Swiss stage, no team is eliminated — every team plays every round, paired against opponents with the same record. The schedule is seeded by admins once signups close. Each round has a deadline (typically one week). After every round, teams are grouped by their win count (score groups) and paired against opponents with the same record. Standings and pairings are visible on the tournament page.

After the final Swiss round, the top teams by final Swiss standings advance to a single-elimination bracket. The number of bracket teams (4, 8, or 16) is set by admins per event based on the final signup count. Bracket seeding follows the final Swiss standings. Lose a bracket match and you're out; win and you advance. The last undefeated team is the champion. Tiebreakers for Swiss standings: Buchholz, median Buchholz, game difference, head-to-head, and seed.

Will the rules change?

Yes — the rules are subject to change based on participant feedback and the size of the signup pool. Final rules will be locked in before the Swiss schedule is generated.

How does match scheduling work?

Each round of the tournament has a deadline. Teams must coordinate match times via Match Comms in Discord within the first 48 hours of a new round opening. If a match isn't completed by the round deadline, admins may award a double-forfeit or adjust standings based on scheduling effort.

What if my opponent doesn't respond?

If a team fails to coordinate scheduling or show up by the round deadline, admins will review the Match Comms history and may award a forfeit win to the team that made a good-faith effort to schedule.

How can we practice between tournament matches?

You can use our PUG Bot in the Discord (check #pug-announce) to find practice matches or scrimmages. You can even install the bot in your own team's server using the /install command to increase your visibility to potential opponents.

How does scoring work?

Matches are Best-of-3 Maps, each played as Best-of-5 Rounds on the same assigned map. First to 3 rounds wins the map, first to 2 maps wins the match. Swiss standings are by match wins; tiebreakers go by Buchholz, median Buchholz, game difference, head-to-head, then seed. In the bracket, the winner advances and the loser is eliminated.

Does this affect my ELO?

Yes! Every match in this tournament contributes to your TWL Match ELO. This is where you start building your legacy on the platform.

Can I change my roster after signing up?

You can adjust your roster freely during the signup period. Once the Swiss schedule is generated, rosters are locked — no new players can be added (admins may add late joiners at their discretion).

What happens if there's a dispute?

All disputes are handled by the tournament admin on a case-by-case basis. Most disputes are resolved within 48 hours. The admin has the authority to assign match results, issue forfeits, and take disciplinary action as necessary.

How do I report cheating?

If you suspect a player or team is cheating or exploiting, report it immediately to the tournament admin. Evidence such as screenshots or recordings is often required. Penalties can include account bans and team disqualification.