1.1Scope
These rules apply to every OSA league match, in every region, from registration to the end of the season.
By registering a team, the captain accepts the rulebook version in force at that time on behalf of the whole team.
Rulebook · version 0.1
Version 0.1: the rules captains accept when signing up. Updates are announced before they take effect.
These rules apply to every OSA league match, in every region, from registration to the end of the season.
By registering a team, the captain accepts the rulebook version in force at that time on behalf of the whole team.
Rule changes are published as a new rulebook version with:
During a season, changes are announced at least 7 days before they take effect. The exception is emergency fixes (for example a game patch that breaks a map).
League staff interpret these rules.
Each person plays on one OSA account, linked to one Discord account and one in-game identity. Alternate accounts are not allowed.
Before playing, every player adds to their OSA profile:
Players must be at least 13. Everyone also follows the age rules of Onward, their headset platform and Discord.
A player is on one team’s roster per game at a time and can’t play for two teams in the same competition.
Every team has one captain and up to two co-captains.
Every team also names one player as its Ref, or chooses No Ref (3.4).
Teams register for each season separately.
We don’t think the same small group of people should run everything, so every team has a Referee (Ref).
Choosing the Ref:
Having no Ref:
Either way, the captain or a co-captain must make the choice before the team can sign up for a season (3.3).
What Refs do:
A Ref never handles, votes on or tries to influence a ticket, dispute or decision involving their own team.
The goal is a fairer, more transparent moderation system where decisions aren’t made by the same few people every time.
A roster holds at most 8 players: 5 starters and up to 3 substitutes.
Matches are 5v5.
Rosters lock when the regular season starts. After the lock, players can only be added:
Each region plays in one table. Pairings are published every Monday at 18:00 region time.
Every week, teams are paired by team MMR:
The final week of the regular season is a table week, paired by the standings instead of MMR:
With an odd number of teams:
How a time is agreed:
If no time is agreed by Thursday 23:59 region time, the match is played at the default slot: Sunday 20:00 region time.
Changing an agreed time:
Postponing, once per season:
Limits on postponing:
After a postponement:
Taking the team out of a week:
What it costs:
Sitting out the final week rules a team out of the playoffs (17.1).
Besides its league match, a team can challenge another team to a match at a set time.
A challenge match is played under the same rules as a league match (6). Its result moves both teams’ MMR, but it isn’t a league match: it doesn’t count towards Snake Cup qualification (17.1).
Matches are best of 3 maps: the first team to win 2 maps wins the match.
The grand final is best of 5.
Scoring:
The mode is Uplink with 6-minute rounds.
Season 1 map pool:
Day and night count as one map:
Bans are made on the match page:
Maps are then picked in the lobby:
Check-in opens 30 minutes before the start time. A team that hasn’t checked in 15 minutes after the start time can be reported as a no-show (see 15.3).
After the match:
Missing or wrong stats can lead to a penalty (15). The stats set each player’s hidden MMR, which decides reservist eligibility (7.1).
When a league caster covers the match, the caster may enter both teams’ scores and stats and make the result official. Any league caster on the match’s broadcast desk can do this, not only the one who opened it, unless they play for either team.
If a result becomes official without a team’s stats (for example when nobody answers and it is confirmed after 24 hours), that team has 48 hours to add its own stats on the match page. After that it receives a warning (15.1).
MMR counts how close each map really was, from the score and the reported kills. A 4–3 map, or a 4–0 that was close in kills, moves MMR far less than a one-sided map.
Every team out of placement (3 matches) carries a division: Bronze, Silver, Gold, Diamond or Master.
To hack an enemy’s tablet:
Teams use their own substitutes first. Every player has a hidden MMR: everyone starts at 1500 and it moves with their reported stats (6.5).
A team can use a registered reservist when:
Once the season has started in the team’s region, a player who leaves a team, or is removed from it:
This applies automatically, whether the player left or was removed. Leaving or being removed before the season starts (pre-season or registration) starts no cooldown.
Hosting:
Lobby checks and rehosting:
Every player runs a ping monitor (the VRML ping monitor or VRML Ninjas, same as in VRML) for the whole match.
It must be visible in recordings:
Clips used as evidence (tickets, disputes, round overturns) without a visible ping monitor may not be accepted.
Timeouts:
Round resets:
A player who crashes out of rounds 3 times in one match may be refused re-entry if the other team asks.
Deliberately using a bug or exploit to gain an advantage is not allowed. If you’re unsure whether something counts, ask staff before the match.
Not allowed:
Staff keep a list of banned map spots and equipment limits for the season and announce changes in #rulings.
Not allowed:
Allowed:
Drones are allowed only where listed:
The VOLK drone on Abandoned will be decided by a captains’ vote. Using a drone where it isn’t allowed breaks 10.1.
Staff announce any other equipment rulings in #rulings.
The first time a player is toxic in a season:
If it happens again in the same season:
How a dispute is reviewed:
Only major decisions can be appealed:
Asking for an overturn:
The vote:
An upheld overturn changes the map score, and the standings and MMR follow.
Any player on a team can open a ticket against another team, about a match, a rule, or both, on the Tickets page.
A ticket goes through four stages:
If every league admin is on one of the two teams, a league owner may close the ticket as a last resort, only after the refs’ vote has opened; this is logged and said in the channel.
A ticket about a match opened more than 72 hours after the match started can’t lead to a round overturn (13.4). Other rulings are still possible.
Streaming and spectating:
Penalties, from lightest to heaviest:
Evidence and private messages are never published.
A forfeit counts as a 2–0 win in maps for the other team, with no rounds counted.
A team that doesn’t check in within 15 minutes of the start time forfeits the match. Two unexcused forfeits in a season lead to a staff review and possible removal.
A team that fields a player who isn’t allowed to play loses every round that player took part in. Those rounds go to the other team.
A player isn’t allowed to play if they are:
Afterwards:
While a suspension or ban lasts:
Joining a season roster:
Also:
A player’s past matches always stay with the team they played for at the time.
The playoffs are the Snake Cup, a knockout for every qualifying team in the region:
To qualify, a team must have:
After qualification, only staff-approved emergency substitutes can be added. Playoff matches have a referee and a fixed time published a week in advance.
The Snake Cup ends with a final weekend:
Finals are best of 5. Staff announce the dates on the calendar and say before each match whether it is broadcast.
The table is ranked by team MMR.
Teams on exactly the same MMR are separated, in order, by:
A tie that survives both is settled by: