Published on November 17, 2020 10:56 AM Eastern Time
Introduction updated: Sat, 11/7/20
- Rosters lock for playoffs: Friday Nov 6th
- Roster limit: 12 (6 starters + 6 subs)
- Duration: 10 weeks (6 Regular Season weeks followed by 4 weeks of Single Elim playoffs)
- Matches per week: 1 match
- Match days: Fridays
- Cost: FREE
- System: PC only
- Regions: All
- Skill level: All skill levels welcome
Players can feel free to engage us directly on Discord or on Twitter.
Below are the rules based on the current state of the game. The rules will be edited as needed should any gameplay or structure changes occur throughout the season. All teams registering and participating in the UGC League will be assumed to have carefully read these rules before commencing gameplay.
Best of luck!
Season Format updated: Tue, 11/17/20
(1) Season Format
- 1.1 Regular Season (Best of 3 Maps): The season will start with 6 weeks of Regular Season matches.
- 1.1.1 Teams are provided 3 maps to pick from each week.
- 1.1.2 Home Team picks the first map and whether to attack or defend first (when applicable).
- 1.1.3 Away Team picks the second map (alternate attack/defend when applicable).
- 1.1.4 If either map ends in a draw, a single overtime round on Busan will be played to decide who won the map.
- 1.1.5 If the scores are tied 1-1 after the first 2 maps, then proceed to the remaining map from the weekly pool for a tie breaker to the match.
- 1.1.6 Control maps should be set to Score to Win = 2.
- 1.1.7 Each map won = 1 match point.
- 1.1.8 Possible scores are: 2-0 or 2-1.
- 1.2 Playoffs (Best of 5 Maps): Immediately following the regular season, there will be a single-elimination playoff period.
- 1.2.1 Rosters will lock for Playoffs on Friday Nov 6th at 11:59 EST. This roster lock will remain in effect for the duration of the playoffs.
- 1.2.2 Teams will play a Best of 5 maps series in order until 1 team wins 3 maps total.
- 1.2.3 Map order will be Control / Escort / Hybrid / Assault / Control
- 1.2.4 If any map ends in a draw (unlikely) then play 1 OT round on the designated OT map.
- 1.2.5 Home Team picks whether whether they want to be Blue or Red.
- 1.2.6 Control maps should be set to Score to Win = 2.
- 1.2.7 Each map won = 1 point
- 1.2.8 Possible match scores are 3-0, 3-1 or 3-2
(2) Default times
- 2.1 Default match nights: Fridays for all divisions.
- 2.2 Default match time:
- North America: 8:30pm EST
- EMEA: 8:00pm (20:00) CEST/CEDT/CET
- South America: 10:00pm (22:00) (GMT-3)
- Asia/Pacific: 9:00pm Seoul time
- AUS: 8:00pm Sydney time
- 2.3 Match Deadline: Sundays 11:59pm EST for all divisions. Failure to report the match on time may result in both teams receiving a loss.
- 3.1 Good sportsmanship is an important part of this league and all players/teams should be treated with respect. UGC has a ZERO tolerance policy for toxicity and Admins have full discretion when handling complaints of such behavior. Infractions will result in your team being removed from the competition for the remainder of the season.
- 3.1.1 Examples of bad sportsmanship include, but not limited to:
- Remarks that attack one’s ethnicity, sexual orientation, gender, or religion.
- Negative or inflammatory remarks about a player/team's skill level or performance.
- Excessively spamming the match chat.
- Purposefully ignoring the objective of the map to spawn camp, excessively tea bagging or otherwise trolling your opponent in some way.
Skill Divisions updated: Mon, 9/14/20
- 4.1 Initial team placement will be determined on a case-by-case basis, based on the following team factors: performance in previous UGC seasons, stability, reliability, performance in other tournaments and leagues, admin discretion and finally Comp SR. Through natural progression and recruitment, team makeup may improve to such an extent that the team may be moved up a division mid-season.
The SR guidelines below are a general outline of what we are looking for in each division. These are NOT iron clad rules and are subject to admin discretion!
- 4.1.1 NA Premier - Top division, for stable teams with mid-high achieving records (e.g. T3) in other tournaments/leagues, players expected to be Masters and above.
- 4.1.2 NA Intermediate - New or established teams/players, should have prior experience in UGC. Individual Player SR expected be Diamond or above, with a team average SR at 3750 or below. Teams are permitted no more than 2 Grand Master players on their roster at a time.
- 4.1.3 NA Beginner - Brand new teams/players with no tournament/league experience, individual player SR expected to be Platinum and below.
- Teams that qualify for Beginner may also elect to play in the Intermediate division. If too few teams signup, Beginner teams will be given the option to play in the Intermediate division.
- 4.1.4 EMEA, SA, ASIA/PAC & AUS Open - Due to low team count, only a single division per region and no SR restrictions.
- 4.2 Your Comp SR, as listed on your UGC Player Profile page, is based on current average rank across all classes and will be refreshed every week by admins on Wednesday. Players can also refresh their own stats at any time by logging in to the site by BattleNet and clicking the REFRESH button under their player profile.
- 4.3 Players that do not have established SR at the time of rostering will be subject to further review. Prior season SR will be used to determine their eligibility to play.
Match Rules updated: Fri, 10/2/20
(5) Lobby Leader
- 5.1 The Lobby Leader, by default, is the Home Team's Leader. The Away Team may run the lobby if the Home Team does not want or know how to.
- 5.2 The Lobby Leader is responsible for setting up the Custom Game in accordance with rule 2.2 (below).
(6) Lobby Configuration
- 6.1 Matches must be played as a Custom Game with the following settings. Any settings not called out below must be left defaulted. Lobby settings can be viewed by all lobby members and must be verified through in-game by both teams before the map is started! Home Team picks whether whether they want to be Blue or Red.
- 6.2 Lobby Settings
- Use code STN2A to import the presets below.
- Preset: Competitive
- 2-2-2 Role Lock: ON
- Custom skins: OFF
- Pause on player disconnect: ON
- Kill Cam: Disabled
- Control maps Score to Win: 2
- Lobby MUST be set to Invite Only!
(7) Starting each map
- 7.1 The lobby leader is not permitted to start a map until the leader of the opposing team indicates that their team is ready through in-game chat.
- 7.2 Be respectful of everyone's time and do not add unnecessary delay to the start of each map.
- 7.3 Once the match has been started, you are giving tacit approval that every aspect of the lobby setup (including settings and all players in the lobby) is good to proceed. If an unrostered/unready player is not caught during the initial lobby then it cannot be disputed later. If a new unrostered player joins a live round, see Rule 3.3.
- 7.4 The Lobby Leader is required to take a screenshot of the opposing team agreeing to start the map.
- 7.5 Failure to submit these images (when requested by an admin for a dispute) may result in a loss for the Lobby Leader's team.
(8) Player Disconnects
- 8.1 In the event that a player disconnects from the game, that player is permitted to rejoin the game at any time. This applies to disconnects that occur both before and after the round setup time. In the event that the original player is unable to reconnect, a substitute player from the roster is permitted to join the game at any time.
- 9.1 Pause on player disconnect: ON
- 9.2 Manual pausing is only permitted if an unapproved ringer or spectator joins during the live match.
(10) Tie Breaker
- 10.1 If either map ends in a draw, a single overtime round on Oasis will be played to decide who won the map.
(11) Reporting scores
- 11.1 The winning team must report the final match score within 24 hours of match completion.
- 11.2 Scores are reported through the Match Comm panel.
- 11.3 For a walkthrough of how to report scores please visit the #reporting-scores guide room in our Discord server.
(12) Game Version
- 12.1 Every match must be played in the official version of Overwatch. Teams may not, under any circumstances, play their match in the Public Test Region (PTR) version of the game.
- 13.1 If both teams agree in writing in Match Comms, matches may be played 1 day after the default day.
- 13.2 If teams cannot agree on a reschedule date/time then the default date/time MUST be used.
- 13.3 Please pay close attention to the default match dates/times on the schedule. 99% of matches take place on these dates/times. If your team is generally not available on the default dates/times please do not signup.
Rosters and Player Eligibility updated: Tue, 9/1/20
- 14.1 Rosters Limit: 12 (6 starters + 6 subs)
- 14.2 Coaches may join the roster, but will count against the limit of 12.
(15) Player Ready Requirements
- 15.1 Players are REQUIRED to have public profiles all season long in order to participate in UGC matches.
- 15.2 Players are REQUIRED to have their current valid Battletag listed on the roster.
- 15.2.1 If a player changes their Battletag they will need to login to the UGC website with the BattleNet Login button and refresh their profile to update their account.
- 15.3 Players are REQUIRED to be designated as a Starter or Sub on the roster.
- 15.4 Based on the requirements above, players are designated on their Team Page as READY or NOT READY
- 15.5 Players must be listed as READY in order to participate in matches.
(16) Subbing in players during a match
- 16.1 During a live round: You may substitute in a rostered player only if one of your players suddenly drops and is unable to reconnect quickly.
- 16.2 Between maps: You may swap in/out any of your rostered players.
(17) Unrostered Players (aka Ringers/Mercs/Unrostered Subs)
- 17.1 If you need to use an unrostered player you must secure written permission (in Match Comms/Discord/in-game, etc) from the other team leader to use them.
- 17.1.1 Unrostered players must:
- Have a public profile
- Have logged into the UGC website by BattleNet
- 17.2 Once a specific unrostered player has been approved in writing that player may participate in the entire match.
- 17.3 Teams do not have to allow any unrostered players in the match if they do not want.
- 17.4 Admins will never force a team to allow an unrostered player in a match.
- 17.5 It is the responsibility of each team leader to check all players in the lobby from the other team prior to agreeing to start the match. Once the match has been started, you are giving tacit approval that every aspect of the match (including all players in the lobby) is good to proceed.
- 17.6 If an unrostered player is brought in during a live round that was not previously approved, the team bringing in the unrostered player will be forced to lose the match.
(18) Account sharing
- 18.1 Account sharing is strictly prohibited in official UGC matches.
- 18.2 Players caught account sharing will be banned from the league for 3 months.
- 18.3 Team Leaders who were aware of, or sanctioned, account sharing will be subject to the same ban period.
- 18.4 Teams that are involved in account sharing will have all match wins, where account sharing took place, overturned.
- 18.5 Account sharing outside of UGC matches, such as to boost a player's SR, does not fall under UGC's purview.
(19) Smurf accounts
- 19.1 A smurf account is an alternate Overwatch account used by a higher tier player in order to deceptively present themselves as someone less experienced.
- 19.2 Players must roster their highest SR account on a team.
- 19.2.1 If the player has an additional unrostered account that surpasses the main rostered account by 500+ SR then the player must swap accounts on the roster.
- 19.3 Players found to be using smurf accounts in UGC will be banned on both their main and smurf accounts and are also subject to match forfeiture.
- 19.4 This rule does not apply to the NA Premier division.
Match Documentation updated: Mon, 8/31/20
(20) Match Comms
- 20.1 Match Comms are a chat dialogue on the UGC website that you use to communicate back and forth with the leader of the other team in your matchup.
- 20.2 Team Leaders are REQUIRED to use the Match Comms every week! You should use them to coordinate the date/time to play the match and any possible unrostered players needed for the match. Forfeit match results will not be accepted if Match Comms were not used.
- 20.3 Failure to use Match Comms may also result in an unfavorable outcome for your team in the event that a dispute arises from your match!
- 20.4 For more information, please see the #using-match-comms guide room in our Discord server.
(21) VOD Recording
- 21.1 At least one player per team is required to record the match at a minimum of 480p resolution.
- 21.2 The recording must include your team's voice comms.
- 21.3 The recording can be done locally or can be saved from a stream.
- 21.4 Admins will only request these recordings in the event that there is a match dispute.
- 21.5 In the event of a dispute, failure to record and submit a VOD of the match will likely result in an unfavorable outcome for your team in the dispute.
Casting and Spectating updated: Thu, 10/29/20
- 22.1 UGC will provide casters for select matches every week.
- 22.2 Third party casters must be approved by the UGC Admins ahead of time.
- 22.2.1 By default, third party casters MUST be locked to see Team 1 or Team 2.
- 22.2.2 Teams may agree to grant all spec permission to third party casters. Both teams must agree to this in writing in the Match Comms panel.
- 22.2.3 Matches must be casted through Twitch with a 90-sec stream delay.
- 22.2.4 A VOD must be saved of the cast and made available to both teams after the match.
- 22.3 No UGC matches may be cast internally or by third parties during OWL broadcasts.
- 22.4 Violation of this rule will result in your team being removed from UGC.
- 23.1 Teams are permitted to invite a maximum of 2 spectators each to a match. Rostered players, coaches and other staff all count towards the 2 specs per team quota.
- 23.2 Spectators MUST be locked to see Team 1 or Team 2.
- 23.3 Spectators MUST join while the game is in the lobby.
- 23.3.1 If a spectator disconnects, for whatever reason, they may not rejoin the match until the map is over and the teams are back in the lobby.
- 23.4 Inviting a spectator into a live on-going match will result in your team losing the match.
- 23.5 If a spectator joins during the live match the Lobby Leader should immediately pause the match and remove the spectator from the lobby.
- 23.6 UGC Admins and approved casters are exempt from this rule.
- 24.1 Coaches are permitted to spectate matches and be in voice chat with their team during a match.
- 24.2 Coaches may only communicate with their team in the lobby at the start of the match or in between maps.
- 24.3 Coaches must remain muted during during the live match.
- 24.4 Failure to comply with this rule may result in your team receiving a forfeit loss for the match and/or being removed from the league.
- 25.1 Players and spectators are permitted to stream their matches via Twitch with a 90-second delay
Discord updated: Mon, 8/31/20
- 26.1 At least 1 Leader/Owner from every team MUST join and remain in our Discord server throughout the season and must be tagged up following the instructions pinned in the #role-self-assign room.
- 26.2 This is to ensure Admins have an alternative way to contact you should the need arise.
- 26.3 Failure to follow this rule could result in your team receiving a forfeit loss and potentially being removed from the league.