Published on October 23, 2021   8:14 AM Eastern Time

Introduction updated: Mon, 8/30/21

Season 16 - Fueled by Vite™ Ramen

QUICK INFO:

  • Signups open: Monday August 30th
  • Signups close: Monday September 27th
  • Season starts: Friday October 1st
  • Rosters lock for playoffs: Friday November 5th
  • Tournament Format: Swiss-style (6 weeks) + Single Elim playoffs (4 weeks)
  • Match Format: BO5 maps during Regular Season + Playoffs R1/R2/Semis, then BO7 maps for Grand Finals
  • Default Match Day/Time: Fridays @ 830pm EST
  • Region: North America
  • Cost: Free to play
  • Prizes & Giveaways: TBD
  • System: PC only
  • 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!

Format & Default Date/Time updated: Fri, 10/22/21

(1) Format

  • 1.1 Regular Season (Swiss-style / Best of 5 Maps): The regular season lasts 6 weeks. During the Regular Season teams are guaranteed 6 matches against non-repeating opponents. Week 1 matches are scheduled against randomized opponents within relatively close average team SR. Weeks 2-8 are scheduled against teams with similar W/L records.
    • 1.1.1 Best of 5 maps series played in order
    • 1.1.2 Map order: Control / Escort / Hybrid / Assault / Control
    • 1.1.3 Scoring: Each map won = 1 point
    • 1.1.4 Match Winner: First to 3 map wins
    • 1.1.5 Possible match scores are 3-0, 3-1 or 3-2
    • 1.1.6 Draws: If any map ends in a draw (unlikely) neither team receives a point for the map. Proceed to the next map. Home Team picks whether to A/D first (when applicable).
    • 1.1.7 Tie Breaker: If after 5 maps the score is tied 2-2, proceed to the designated Tie Breaker (Control Map) for the week.
    • 1.1.8 Side selection: Losing team of the prior map picks whether to A/D first (when applicable).

 

  • 1.2 Playoffs (Single Elimination): Immediately following the Regular Season, there will be a single-elimination playoff period. Team cutoff for playoffs range anywhere from Top 8 to Top 20 teams depending on the size of each division by end of the regular season.Seeding for playoffs is based on team rank.
    • 1.2.1 Roster Lock for Playoffs on Friday November 5th at 11:59 EST. This roster lock will remain in effect for the duration of the playoffs.
    • 1.2.2 Format:
      • 1.2.2.1 Round 1-2 & Semifinals: Best of 5 maps series played in order (same as Regular Season)
      • 1.2.2.2 Grand Finals: Best of 7 maps series played in order
      • 1.2.2.3 Map order: Control / Escort / Hybrid / Assault / Control / Escort / Control
    • 1.2.3 Scoring: Each map won = 1 point
    • 1.2.4 Match Winner: First to 4 map wins
    • 1.2.5 Possible match scores are 4-0, 4-1, 4-2 or 4-3
    • 1.2.6 Draws: If any map ends in a draw (unlikely) neither team receives a point for the map. Proceed to the next map. Home Team picks whether to A/D first (when applicable).
    • 1.2.7 Tie Breaker: If after 7 maps the score is tied 3-3, proceed to the designated Tie Breaker (Control Map) for the week.
    • 1.2.8 Side selection: Losing team of the prior map picks whether to A/D first (when applicable).

 

(2) Match Day & Time

  • 2.1 Default match night: Friday
  • 2.2 Default match time: 8:30pm EST / EDT
    • 2.2.1 Please make sure to adjust match time accordingly when Daylight Savings Time is in effect. The footer of the website shows the current time and whether or not DST is in observance.
  • 2.3 Match Deadline: Sundays after default match day @ 11:59pm EST/EDT.
    • 2.3.1 Failure to report the match on time may result in both teams receiving a loss.
  • 2.4 Rescheduling: Matches can be played anytime between when schedules are posted and the Match Deadline (Sundays @ 11:59pm EST). Agreement between teams to move the match off of the default date/time must be captured in writing in Match Comms.
    • 2.4.1 If teams cannot agree on a reschedule date/time then the match MUST be played at the default date/time.
    • 2.4.2 Keep in mind that 90% of matches take place on these dates/times. If your team is generally not available on the default dates/times please do not signup.

Skill Divisions & Comp SR updated: Thu, 10/7/21

(3) Skill Divisions

  • 3.1 We offer 4 divisions for various skill levels:
    • 3.1.1 Premier: 4k div for stable teams with mid-high achieving records in other tournaments/leagues (e.g. T3), players should be Masters+
      • SR cap - None
    • 3.1.2 Intermediate: New or established teams/players, should have prior experience in UGC or equivalent competition.
      • SR cap - 2 GMs per match
    • 3.1.3 Beginner: New or established teams/players, should have prior experience in UGC.  
      • SR cap - 1 Master per match
    • 3.1.4 Rookie: Brand new teams/players with no tournament experience.
      • SR cap - Platinum and below only allowed in matches
  • 3.2 SR Caps & Placement
    • 3.2.1 Peak: SR Caps are based on the greater of your Current Season Peak & most recent Prior Season Peak across all roles (viewable in-game only).
      • 3.2.1.1 It does not matter what class you play in UGC, you are treated as your highest rank across all roles. (i.e. If you are a Diamond Tank but Platinum Support you are still precluded from playing in Rookie division, even as Support!)
    • 3.2.2 Match vs Roster: SR Caps are based on the players in the match lobby, not the full UGC roster.
      • 3.2.2.1 i.e. An Intermediate team can roster 3 GMs but may only run 2 of them at a time in a match.
    • 3.2.3 Current season placement: is NOT required to play in UGC.
    • 3.2.4 Prior season peak: Players that do not have established Current Season SR nor Prior Season SR will be evaluated based on their most recently ranked season.
    • 3.2.5 Players that have NEVER ranked in any season are NOT eligible to play in UGC.
    • 3.2.6 Leaders are responsible for inspecting each player on the other team in the lobby and ensuring that the requirements outlined aboved are being followed.
  • 3.3 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 forced to move up a division mid-season.

 

(4) Comp SR as shown on UGC website

  • 4.1 Your Comp SR, as listed on your UGC Player Profile page, is based on current max rank across all classes as of the refresh date noted on your profile. This information is gathered from an API that scrapes playoverwatch.com and is provided on an informational basis only.
    • Peak SR is not available out-side of game so please remember to inspect your opponents in lobby!

Lobby Setup & Match Rules updated: Fri, 10/22/21

(5) Lobby Setup

  • 5.1 Responsibility for proper lobby creation and setup, by default, falls to the Home Team.
    • 5.1.1 The Away Team may run the lobby if the Home Team does not want or know how to.
  • 5.2 While the Home Team is responsible for the lobby setup, the Away Team is responsible for double checking that it was configured correctly before agreeing to start the match!

(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.
  • 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 Ready Up: You are not permitted to start a map until 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 Make sure to inspect every player on the opposite team for public profiles and adherence to the SR Caps for your division before agreeing to ready up.
  • 7.4 Once a map has been started, you are giving tacit approval that every aspect of the lobby setup is accurate and that all players in the lobby are approved.
    • 7.4.1 If an unapproved player is not caught during the initial lobby then it cannot be disputed later.
    • 7.4.2 If an unapproved ringer joins during a live round, see further comment in Ringer rules section.

(8) Pausing

  • 8.1 Pause on player disconnect: ON
    • 8.1.1 Time Limit: Teams are permitted a maximum of 3 minutes to resolve a disconnection pause. If the disconnected player is unable to return within those 3 minutes, a rostered player or approved ringer may join in their place. If no one is able to join after 3 minutes your team will be forced to continue play 5v6. 
  • 8.2 Manually Pausing: Each team is permitted 1 manual pause per match to use at their discretion.
    • 8.2.1 Time Limit: This pause may last no longer than 5 minutes.

(9) Subbing Players and Disconnects

  • 9.1 During a live map: you may substitute in a rostered player (starter or sub) or an approved ringer only if one of your players suddenly drops and is unable to reconnect quickly.
  • 9.2 Between maps (while in lobby): you may swap in/out any of your rostered players or approved ringers.

(10) No shows and forfeiting

  • 10.1 If either team is unreachable at match time please contact an admin right away so that we may help try to contact the other team.
  • 10.2 Minimum grace period: At 15 minutes passed the default match time (or agreed reschedule time) an Admin will make a ruling on whether you can report a forfeit win.
    • 10.2.1 You may be asked by an Admin to wait a little bit longer if the other team is making a good faith effort to assemble as quickly as they can.
  • 10.3 Playing a man down: If either team is unable to assemble a full team of 6 at match time, you are allowed to start the match with 5 players. If a rostered player or approved ringer becomes available they are permitted to join between maps (while in lobby).
  • 10.4 Forfeit scoring: Forfeited matches are counted as full +1/-1 W/L however there are NO points allocated in the "Points for" or "Points against" columns.

(11) Bye weeks

  • 11.1 In the event that there are an uneven number of teams in a division, 1 team will receive a Bye Week which is essentially like receiving a forfeit win. Most often this will be the team that is ranked lowest and has played all prior matches. Occasionally late in the season we will give the Bye to the top ranked team if their position in the playoffs is already secured. 
  • 11.2 Byes will only count as +1 Win and +1 Games Played on your rank.
  • 11.3 Teams will not receive more than 1 bye per season.

(12) Reporting scores

  • 12.1 Scores are reported through the Match Comm panel.
    • 12.1.1 For a walkthrough of how to report scores please visit the #reporting-scores guide room in our Discord server. 
  • 12.2 Deadline: The winning team must report the final match result within 24 hours of match completion.

(13) Game Version

  • 13.1 Every match must be played in the official version of Overwatch. Teams may not, under any circumstances, play their match in the PTR version of the game nor use Experimental mode.

Rosters, Ringers, Account Sharing & Smurfing updated: Sat, 10/23/21

(14) Rosters

  • 14.1 Public Profiles: Players MUST have a Public profile showing on playoverwatch.com to join a team and play in matches!
    • 14.1.1 Players can change this in-game: Settings > Social > Career Profile Visibility = Public.  
    • 14.1.2 Often times Blizzard requires a player to complete a comp game before the profile will update on playoverwatch.com.
    • 14.1.4 Team Leaders are required to check that all players have public profiles in the lobby!
  • 14.2 Roster Limit: 12 (6 starters + 6 subs)
  • 14.3 Roster Role Types: We offer 4 different types of roles for your UGC Roster:
    • 14.3.1 Leader (playable role) - Typically the primary point of contact for match scheduling.
      • One account must be designated as a Leader on the roster.
      • Counts towards team's limit of 12 players.
      • Must be designated as a starter or sub.
      • Has full admin control of the team and access Match Comms panel through dedicated username/password.
    • 14.3.2 Member (playable role) - Regular member of the team
      • Counts towards team's limit of 12 players.
      • Must be designated as a starter or sub.
      • Has view-only access to Match Comms through BattleNet login.
    • 14.3.3 Manager (non-playable staff role)
      • May only participate in matches if approved as a ringer!
      • Does not counts towards team's limit of 12 players.
      • Has full access to Match Comms panel through BattleNet login only.
    • 14.3.4 Coach (non-playable staff role)
      • May only participate in matches if approved as a ringer!
      • Does not counts towards team's limit of 12 players.
      • Has view-only access to Match Comms through BattleNet login.
  • 14.4 Rostering on multiple teams
    • 13.4.1 A given BattleNet account may only join 1 team at a time as a playable role (Leader or Member).
    • 13.4.2 A given BattleNet account may join multiple teams as a non-playable staff role (Manager/Coach).

(15) Roster Cooldown & Throttling

  • 15.1 Roster Cooldown: Players will be on a cooldown period for 18 hours from when they join a roster.
    • 14.1.1 During the cooldown the player may not participate in matches unless otherwise approved as a ringer.
  • 15.2 Roster Change Throttling (Effective Week 1)
    • 15.2.1 Players may join 1 team per 5 day period.
    • 15.2.2 Teams may accept no more than 3 players to their roster in an 5 day period.
      • 15.2.2.1 A player that left your roster and wants to rejoin will still count against this limit.
    • 15.3.1 Throttling does not apply to Managers & Coaches.

(16) Player Ready Requirements (applies to Leaders & Members)

  • 16.1 Players must be listed as READY on your Team Page in order to play in matches.
  • 16.2 Players listed as NOT READY require additional review and are not permitted to play in matches.
  • 16.3 To be considered READY players must meet the following 4 criteria:
    1. Rostered Cooldown: Players must be rostered at least 18 hours before match time to be eligible to play in a match.
      • Players added within 18 hours of match time are considered under the ringer rule and permission from the opposing team would need to be secured in Match Comms for that player to participate.
    2. Current/Valid Battletag: Players are REQUIRED to have their current valid Battletag listed on the roster.
      • 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.
    3. Starter/Sub: Players are REQUIRED to be designated as a Starter or Sub on the roster. Leaders set this value from their Roster Manager Page.
    4. Preferred Role: Players are REQUIRED to set their preferred role (Tank/Damage/Support). Players set this value while logged in by BattleNet. Players are NOT required to play this role in the match.

(17) Ringers

  • 17.1 ANY player can be a ringer for any team in any division, but only IF the opposing team approves them in writing in Match Comms prior to the match.
  • 17.2 Ringers must have a public profile at match time.
  • 17.3 Once a specific ringer has been approved in writing that player may participate in the entire match.
  • 17.4 Teams do not have to allow any ringers.
  • 17.5 Admins will never force a team to allow ringers in their match. 
  • 17.6 It is the responsibility of each team to check all players in the lobby from the other team prior to agreeing to start the match!
  • 17.7 If an unapproved ringer is brought in during a live round, the team bringing in the ringer may 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/Managers/Coaches 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 may 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.
  • 19.3 Players found to be using smurf accounts in UGC may be banned on both their main and smurf accounts and are also subject to match forfeiture.

(20) Age limit

  • 20.1 You must be 13 years old or older to have a Team Leader login account on the UGC website.

Required Match Documentation updated: Fri, 10/22/21

(21) Match Comms

  • 21.1 Match Comms are a chat dialogue on the UGC website that you use to communicate back and forth with the Leader/Manager/Coach of the other team in your matchup.
  • 21.2 Team Leaders/Managers/Coaches 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.
  • 21.3 Match Comms are the official record of the match and allow admins to see what is going on.
  • 21.4 By default leaders receive emails for posts in Match Comms. This is also where you report match scores.
  • 21.5 Forfeit match results will not be accepted if Match Comms were not used.
  • 21.6 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!
  • 21.7 For more information, please see the #using-match-comms guide room in our Discord server. 

(22) VOD Recording

  • 22.1 At least one player per team is required to record the match at a minimum of 480p resolution.
  • 22.2 The recording must include your team's voice comms.
  • 22.3 The recording can be done locally or can be saved from a stream.
  • 22.4 Admins will only request these recordings in the event that there is a match dispute.
  • 22.5 In the event of a dispute, failure to record and submit a VOD of the match with comms will likely result in an unfavorable outcome for your team in the dispute.

Casting and Spectating updated: Tue, 10/12/21

(23) Casting

  • 23.1 UGC will provide casters for select matches every week.
  • 23.2 Third party casters must be approved by the UGC Admins ahead of time.
  • 23.3 By default, third party casters MUST be locked to see Team 1 or Team 2.
    • 23.3.1 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.
  • 23.4 Matches must be casted through Twitch with a 90-sec stream delay.
  • 23.5 A VOD must be saved of the cast and made available to both teams after the match.

(24) Spectating

  • 24.1 Teams are permitted to invite a maximum of 2 spectators to the match.
    • Additional spectators may join if both teams agree to this condition.
  • 24.2 Spectators MUST be locked to see Team 1 or Team 2.
  • 24.3 Spectators MUST join while the game is in the lobby and are not permitted to join during a live map.
    • 24.3.1 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.
  • 24.4 Inviting a spectator into a live map could result in your team losing the match!
    • 24.4.1 If a spectator joins during a live map, the match should be immediately paused and the spectator should be removed from the lobby.

(25) Coaches & Managers Spectating

  • 25.1 Coaches/Managers are permitted to spectate matches and be in voice chat with their team during a match.
  • 25.2 Coaches/Managers may only communicate with their team in the lobby at the start of the match or in between maps while in lobby.
  • 25.3 Coaches/Managers must remain muted once a map has been loaded (even while the spawn doors are still closed).
    25.4 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.

(26) Streaming

  • 26.1 Players and spectators are permitted to stream their matches via Twitch with a 90-second delay

Sportsmanship & Player Conduct updated: Tue, 10/12/21

(27) Sportsmanship

  • 27.1 Fair play and sportsmanship are important components of our league. We ask that you treat your opponents with respect and demonstrate good sportsmanship in your matches.
  • 27.2 Examples of bad sportsmanship include, but are not limited to:
    • 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, excessive tea bagging or otherwise trolling/griefing your opponent in some way.
  • 27.3 Trash talk: We realize that this is a competition and rivalries can lead to intense matches. The intent of these rules is NOT to police minor one-off trash talk. We also realize that trash talk is very subjective and can feel more inflammatory to the recipient even if your opponent thought they said something jokingly.
    • 27.3.1 Disputes of bad sportsmanship and trash talking will be reviewed on a case by case basis to properly asses the context in which the events transpired.
    • 27.3.2 Trash talk that escalates to the point of harassment may result in expulsion from the competition.

(28) Harassment

  • 28.1 The safety and security of our players is our utmost concern and we have a ZERO tolerance policy for harassment of any kind.
    • 28.1.1 This would include (but not limited to) remarks that attack one’s ethnicity, sexual orientation, gender, or religion.
  • 28.2 Reporting: Harassment disputes should be filed as a Support Ticket on the UGC website (if being submitted by a Team Leader) or DM'ed to an Admin in Discord.
  • 28.3 Scope: While our main area of focus would be conduct occurring on our platform (UGC Discord, UGC website and in official UGC matches) admins may take into account off-platform harassment and other misconduct when making rulings on such cases.
  • 28.5 Resolution: Harassment disputes are handled on a case by case basis and admins have full discretion in dealing with such disputes. Resolution may result in Player or Team expulsion from the league. 
  • 28.6 We strongly believe in anonymity for those coming forward with such disputes. Depending on the sensitivity of the dispute we may not share specifics with the accused Player/Team. 

Discord updated: Tue, 10/12/21

(29) Discord

  • 29.1 At least 1 representative 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 #leader-assign room.
    • 29.1.1 This should be the person responsible for coordinating matches and getting the opponent invited to the lobby!
  • 29.2 Please subscribe to the #Announcements channel to get push notifications to your own server.
  • 29.3 Please do not mute our Discord server and do not prevent DMs from members in the server while during the season.
  • 29.4 Failure to remain tagged up in Discord for the duration of the season could result in your team's expulsion from the league.

Prizes & Giveaways updated: Tue, 10/12/21

Season 16 Prizes & Giveaways

(30) Prizes & Giveaways

  • 30.1 Prizes:
    • The top 3 teams in Premier, Intermediate & Beginner divisions will receive the following (for their 6 starters). Rank is based on the playoff bracket final ranking.
      • 1st place - $50 Vite Ramen gift card per player ($300 value)
      • 2nd place - $30 Vite Ramen gift card per player ($180 value)
      • 3rd place - $20 Vite Ramen gift card per player ($120 value)
    • 30.1.1 Prizes not available in Rookie division.
    • 30.1.1 Applicable to Rostered US residents only.
  • 30.2 Prizes for Season 16 valued at $1,800.

Rule Administration and Enforcement updated: Tue, 10/12/21

(31) Rule Administration and Enforcement

  • 31.1 The rules set forth on this page may be altered or updated at any time. It is the responsibility of every team/player to keep up to date with these rules and changes.­
  • 31.2 You should not take rule enforcement into your own hands. It is NOT up to you if your opponent should receive a forfeit loss for a given situation. Always contact an Admin for dispute resolution.
  • 31.3 ­We reserve the right to interpret all of the rules set forth on this page as we see fit in each situation.
  • 31.4 ­The League Owner is the final arbiter of these rules.

Rule Acceptance updated: Tue, 10/12/21

(32) Rule Acceptance

  • 32.1 By signing up, joining a team or otherwise participating in the UGC League you are hereby acknowledging that you have read and understood all of the rules contained in this page.