5. Rules of Play
Map Veto & Agent Select
- Map veto follows a ban-pick sequence similar to CS2
- BO3: Each team bans one map, picks one map, remaining map is decider
- BO5: Each team bans one map, then alternating picks
- After map selection, teams enter Agent Select phase
- Agent Select: simultaneous selection with a 60-second timer
- Agents may be locked in or changed until the timer expires
Round Structure
- Each half consists of 12 rounds (teams switch sides after 12 rounds)
- Round time: 1 minute 40 seconds
- Spike detonation timer: 45 seconds after plant
- Buy phase: 30 seconds at the start of each round
- Barrier phase: players confined to spawn until round begins
Economy System
- Players earn credits through kills, spike plants/defuses, and round results
- Pistol round starting credits: 800
- Maximum credits: 9,000
- Loss streak bonus: incremental credits for consecutive losses
- Economy management (eco, force buy, full buy) is central to strategy
Abilities
- Each Agent has 4 abilities: 2 purchasable, 1 signature (free each round), 1 ultimate
- Ultimate abilities charge through kills, deaths, orb pickups, and round progression
- Abilities interact with the environment (smokes block vision, walls block movement, etc.)
- Friendly fire on abilities is limited but may affect teammates in some cases
Timeouts
- Each team receives 2 tactical timeouts per map (60 seconds each)
- Technical pauses may be called for hardware/software issues (referee approval)
- Coaches may communicate with players during timeouts