1. Introduction
These are the Rainbow Six Siege (“R6S”) Rules, submitted as “Supplementary Rules” under the EPIC.LAN “General Rules”.
This page lays out the Rules which all EPIC.LAN hosted R6S tournaments will be governed by. The aim of these Rules is to provide and codify a structured and consistent set of Rules and standards enforceable for all Players, Teams, Organisations, Managers and Representatives.
Participation in EPIC.LAN hosted R6S tournaments is conditioned to the acceptance of the following rules and standards (collectively the “Rules”):
- The rules contained in the EPIC.LAN “General Rules” which govern any participation event wide and are not specific to titles Supplementary Rules, as updated, amended or supplemented from time to time.
- he EPIC.LAN “Code of Conduct” setting out acceptable behaviour of each and any Player or Individual in attendance at EPIC.LAN events.
- he EPIC.LAN “Terms and Conditions”.
- The rules and penalties underlined in the EML Challenger Circuit Rulebook (the “EML Challenger Circuit Rulebook”).
These rules will apply to and be binding on the Players, Teams, Team Staff, Managers and Representatives.
1.1 Acceptance and Modification
1.1.1 Acknowledgement and Acceptance
Each Player, Team Leaders, Managers, Team Staff and Representatives, hereby referred to as “Participants” must read, acknowledge and accept these EPIC.LAN R6S Rules, and agree to always abide by them to remain eligible to participate in EPIC.LAN R6S tournaments.
By accepting these Rules, the Participants consent to EPIC.LAN’s authority to issue sanction or sanctions as defined and set forth in the Sanctions section of these Rules, without prejudice.
These R6S Rules may be accepted either through the registration process on the EPIC.LAN Tournament Platform or deemed accepted when a Player or its Team enter and participate into any EPIC.LAN R6S tournament match, this also extends to Team Members that do not explicitly need to be listed as a Player, such as Coaches or Managers. Participants may not participate if they do not agree to be bound to these Rules or otherwise do not meet the eligibility requirements set forth in the Rules.
1.1.2 Modification and Notification
To ensure that the EPIC.LAN R6S tournaments are operated in accordance with the values conveyed by the Code of Conduct and General Rules, or for the protection of any interest that EPIC.LAN considers material in order to preserve the values, legitimacy, and integrity of EPIC.LAN tournaments, or in order to comply with any applicable law, EPIC.LAN may amend of supplement these R6S Rules with or without prior notice. EPIC.LAN may also change part of, or the entirety of, the format of the R6S tournament, with reasonable notice before said modified parts of the format are executed upon.
Any modifications of these R6S Rules or the R6S tournament format will be communicated or made available to the Participants. Either through a public post linking to the revised version the Rules, or by notification via the EPIC.LAN Discord server.
By default, the Team Leader associated with a registered, eligible R6S Team on the EPIC.LAN Tournament Platform will be the official point of contact for Teams.
2. Conditions for Participation
EPIC.LAN’s R6S tournaments are open registration, BYOC competitions. For Participants to remain eligible, they must abide by the conditions and be aware of the Signup Restrictions as outlined below. EPIC49 R6S is PC only.
2.1 Entry Criteria
EPIC.LAN R6S tournaments require the purchase of a BYOC (“Bring your own computer”) ticket specific to the event it is hosted under to be a "Player". BYOC tickets do not guarantee access to any specific EPIC.LAN tournament. However, if the account holder has a BYOC ticket for a specific event associated with their account, they are eligible to sign up to EPIC.LAN R6S tournaments linked to said event, subject to team limit caps.
“Coaches”, “Managers” and “Team Staff” do not require a BYOC ticket to be a member of a team participating in an EPIC.LAN R6S tournament. If these participants only hold a “Spectator” ticket, they cannot be used as “Players” if their team required a substitute. Extra “Team Staff” must also abide by the tournaments team size restrictions set out in these Rules.
More information on tickets and bookings can be found in our Support FAQ.
2.1.1 Age Requirements
Players must be a minimum of 18 years of age to participate in EPIC.LAN R6S tournaments prior to the beginning of the main event starting.
Anyone who is under the age of 18 can purchase a ticket for a future event and register for the tournament, providing they are 18 or older before the event begins.
2.1.2 Event & Venue Bans
Participants must also not have any active suspensions or bans enacted by the venue EPIC.LAN has hired to host their events. These are outside of our control but will make you ineligible under the Entry Criteria.
2.1.3 Tournament Access
Access to the tournament site and the ability to register for a team requires an EPIC.LAN account in good standing and with no active offences or bans logged against it.
Your personal game account must not have an active UBISOFT or Permanent Game Ban in R6S.
Signups for EPIC49 will close on Thursday 29th of October at 16:00 BST to allow for seeding and group scheduling to occur.
2.2 Signup Restrictions
Whilst EPIC.LAN BYOC events are open signup, there will be a team cap on a first come first serve basis due to limited space at the venue and other considerations such as power management. The team cap for EPIC49 is 16. Any possible adjustments to team caps will be listed on the tournament overview page.
Providing the tournament still has capacity, signups for EPIC49 will close at Thursday 29th of October at 16:00 local time (BST).
A Team Leader / Team Representative meeting will commence on Friday 30th of October at 09:30 local time (BST) on-site. Please ensure at least one (1) Team Member attends. This will also be announced over a Tannoy system.
3. Team Composition
All members of a Team, either listed on a registered, completed roster or not, must meet all the eligibility and acceptance requirements as listed in section(s) 1. Introduction and 2. Conditions for Participation.
3.1 Players
EPIC.LAN R6S tournaments require a minimum of 5 Players to be registered. These Players must be listed on the tournament roster via the EPIC.LAN tournament platform in order for the team to be marked as “Completed”.
Players require an active BYOC ticket for the event the tournament is hosted under.
Any member of a Team that is listed on the roster on the EPIC.LAN tournament platform for a specific event, is eligible to play as a Player. See sections below regarding substitution or Coaching for more information. Non-eligible Players are not permitted to play at an eligible Players setup/desk location.
3.2 Coaches
Teams are permitted one (1) Coach, but this is not a requirement. Coaches do not require a BYOC ticket to coach their teams. However, if a coach wishes to participate as a Player or Substitute at any point, they must have a BYOC ticket associated with their account and be listed on the Team roster via the EPIC.LAN tournament platform.
Coaches will still require a Spectator ticket for the event for the duration of their Teams stay in order to be granted access to the venue.
If a Coach is not listed on the Roster, they are asked to make themselves known to Tournament Officials prior to the beginning of the tournament, if necessary, Tournament Officials may need to submit Coach information to external coverage sites.
3.2.1 Coach Limitations
Coaches are permitted to communicate with their Players through third party applications such as TeamSpeak or Discord.
EPIC.LAN does not restrict Coach communication until the Grand Final (see section 7. Grand Final for more information). This is because it is not possible to moderate and police these interactions across 500+ BYOC participants.
Coaches can stand behind their Players within the BYOC area, however, if you are a Coach or have any affiliation with a team you may not be positioned in a way where you can see or hear opponents to gain a tactical advantage. EPIC.LAN may have flexible barriers on site and provide these as a measure to restrict view from Coaches standing within the BYOC whilst playing opponents.
3.3 Substitutes
Substitutes must follow the same requirements as Players listed in section 3.1 Players. For the purpose of EPIC.LAN R6S tournaments, substitutes have all the same permissions as Players.
A Team can list up to 2 substitutes for a maximum of 7 Players for the roster. Substitutes can include a Team’s Coach at the Team’s discretion.
3.3.1 Substitute Limitations
6+ Player rosters are allowed to change Players out for their Substitutes between each full match but are forbidden from swapping Players mid-match. For example, a player change can occur between Map 1 and Map 2 of a Best-Of-Three (BO3) but cannot happen at half time during a live match.
3.4 Roster Emergencies
Some situations may allow for emergency substitutes pending Tournament Official’s approval. A Player may be substituted for an emergency or medical reason(s) during a live match with approval.
Players must raise these issues with Tournament Officials immediately so a resolution can be reached in a suitable time frame as to not interrupt tournament scheduling.
3.5 Roster Locking
Rosters are locked on the EPIC.LAN tournament platform when signups for the tournament are closed. Information on signups closing can be found in 2.2 Signup Restrictions.
Roster locking is important, so all other Teams are aware who they are playing against for the duration of the tournament. However, in emergency situations, EPIC.LAN Tournament Officials reserve the right to manually modify Rosters at their discretion, and under Team request.
For example, if a roster with 5 Players and 1 Coach has an emergency situation with one of their Players, pending approval, Tournament Officials may add the Team’s Coach to the Roster as a Player and permit use of the effected Player’s setup, providing the purchase of a BYOC ticket is completed.
3.6 Roster Hierarchy
When a roster is created on the tournament website, the participant who made it is marked as the Roster Leader
Teams have the ability via the tournament website to change who their Roster Leader is if they wish. The team hierarchy will not be able to be changed after the signup deadline
Unless otherwise communicated by the designated Roster Leader, EPIC.LAN will prioritise the Roster Leader as the voice of the team. This means that any team decisions and requests will be actioned by Tournament Officials if requested by the Roster Leader.
If a team disagrees regarding an action or decision between each other, EPIC.LAN will take the decision of the Roster Leader. (e.g. 4 out of 5 players want to continue a match after their opponent has infringed a rule, but the Roster Leader does not want to, Tournament Officials will rule in favour of the Roster Leader's decision.)
Roster Hierarchy extends to other aspects of roster communication, such as the management of prize forms and funds, these will go to the Roster Leader unless otherwise communicated to EPIC.LAN.
3.7 Team Staff and Affiliation
EPIC.LAN does not restrict other Team Staff or attendees with any form of Team Affiliation from attending providing they meet the requirements to do so.
Team Staff or attendees with Team Affiliation may, within reason, spectate their team from within the BYOC area.
Team Staff or attendees with Team Affiliation are not permitted to “roam” the BYOC area whilst their Team are playing with the intention to gather information on their Team’s opponents during play.
It is strictly forbidden for Team Staff or attendees with Team Affiliation to provide any garnered information that may provide a competition advantage to the Team’s Players or the Team’s Coach prior to, during or after live matches whilst the tournament remains open.
3.8 Communication Limitations
Other than during a Stage Grand Final, a team is in charge of their communication methods under a regular BYOC environment. It is recommended that teams use the provided LAN TeamSpeak server (ts.event.epiclan.net).
EPIC.LAN cannot invigilate every team under a Technical Pause. However, it is not permitted for external participants to interact with players actively in a match.
This means when teams are playing a match live, no other participant or external user should be able to communicate via either a chat platform or physically on site unless listed on that Team's roster.
During a Technical Pause. No external user to the Players on the roster, with exception to listed Coaches or other roster listed Players not on server, should attempt to interact with the Players.
This extends to Team Affiliated staff, spectators or media personnel, affiliated or otherwise.
Should important information need to be communicated with players in an ongoing match. This should be raised with Tournament Officials who can effectively communicate this information or pause a match in extreme circumstances.
4. EPIC49 Format
The tournament format relies on confidence in expected turnout. This means formats will be presented closer to the start of the tournament. Details on the potential formats for EPIC45 are outlined below.
TBA
4.1 Tiebreakers
The following tiebreaker rules apply to decide which team qualifies playoffs. These tiebreakers are in order of importance and will be followed in order of importance:
TBA
5. Match Settings and Servers
5.1 Map List
EPIC.LAN R6S tournament use the latest live game build. This is currently:
- Bank
- Border
- Chalet
- Clubhouse
- Villa
- Kafe
- Lair
- Nighthaven Labs
- Fortress
5.2 Server Settings
- HUD Settings – Pro League
- Number of bans – 4
- Ban timer – 20s
- Number of rounds – 12
- Attacker/Defender role swap – 6
- Overtime – 3
- Overtime score difference – 2
- Overtime role change – 1
- Objective rotation parameter – 2
- Objective type rotation – Rounds Played
- Attacker unique spawn – On
- Pick phase timer – 15s
- Damage handicap – 100
- Friendly fire damage – 100
- Injured – 20
- Sprint – On
- Lean – On
- Death replay – Off
- Game mode – Bomb
- Plant duration – 7
- Defuse duration – 7
- Fuse time – 45
- Defuse carrier selection – On
- Prep phase time – 45
- Action phase duration – 180
EPIC.LAN follows a standard set of match settings, if they are not listed here, you may reach out to Tournament Officials and ask for any clarifications on how our match files are configured.
5.3 Veto Process
Please note, if seedings are not used, then “Higher Seed” should be replaced with “Home Team” (i.e. the left-hand team on the match page), In the case of a tie, seeding can be used or ultimately a coin flip. The Higher Seeded team gets to choose to act as either Team A or Team B in the following veto process:
5.3.1 Best-Of-One (BO1)
Team A: Bans 1 map
Team B: Bans 1 map
Team A: Bans 1 map
Team B: Bans 1 map
Team A: Bans 1 map
Team B: Bans 1 map
Team A: Bans 1 map
Team B: Bans 1 map
Map Choice: The remaining map will be the map that is played
5.3.2 Best-Of-Three (BO3)
Team A: Bans 1 map
Team B: Bans 1 map
Team A: Bans 1 map
Team B: Bans 1 map
Team A: Picks map one
Team B: Picks map two
Team A: Bans 1 map
Team B: Bans 1 map
Map 3: The remaining map will be map three if needed
5.4 Game Pausing
Each team is entitled to one Tactical Timeout (in-game function) per map. During the Group Stage and the Playoffs.
Refer to section 5.1.5. of the EML Challenger Circuit Rulebook for more information on Technical pausing.
5.5 Game Servers
The default Server Location for EPIC49 is EU-West.
Teams may petition the admin to change the server location. Both teams must agree on the location of the new server.
Admins reserve the right to select the match server to ensure the best competitive environment for the match if an agreement cannot be reached.
5.6 Score Reporting
Teams may still need to confirm their score via their match pages. Match pages will be available once tournament stages are public via the home screen of the tournament platform, the “Matches” tab of the tournament, or Player profile pages. See more on score reporting via our Guide to Tournaments.
6. Schedule
EPIC.LAN reserves the right to modify any section of the tournament schedule where necessary in order to maintain the integrity of the overall event.
Tournament Officials may, with correspondence with effected Teams, adjust round timings to suit a more efficient play time for either the Tournament Officials or the Players.
EPIC.LAN must consider all variables when adjusting round times, such as the impact to production and broadcast staff, league operation staff or other venue operations staff.
EPIC.LAN R6S tournaments operate on a fixed schedule. Players are not permitted to begin a match before its scheduled time, or in the case of Group matches, decide what order to play each other in. Players must follow what is listed on the EPIC.LAN Tournament Platform.
6.1 Punctuality
EPIC.LAN does not restrict Player’s movements and activity whilst either at the venue or off site during our LAN tournaments. It is important Players are aware of when their scheduled matches take place and be prepared and punctual to all scheduled times.
All Players must be ready (present in the game server) at least 5 minutes prior to the scheduled start time.
Any Team that is not ready up to 10 minutes after the scheduled start time may be as risk of either a BO3 map forfeiture, or a BO1 full game forfeiture.
It is the responsibility of the opposing Team to raise with the Tournament Officials if a Team is late, this can be done by either approaching the Tournament Officials via the on-site Help Desk or by using the tournament plugin to “Call an Admin” via the !calladmin command. More information on the EPIC.LAN tournament plugin can be found in Section 5.4 Tournament Plugin.
This is to ensure games begin in a timely manner and does not impact the integrity of the events schedule. Tournament Officials cannot actively review all live matches simultaneously. Once this issue is raised, Tournament Officials will assess each situation individually and attempt to contact the late Team. If Tournament Officials conclude the Team will not be able to compete within a reasonable timeframe, the late Team will forfeit the match.
If a team has less than 4 Players present in the game server, they cannot abuse the use of the Technical Pause functionality in order to extend time or delay the start of the match.
6.1.1 Condition for Play to Continue
If a team has a minimum of 4 Players present in the game server within the required scheduled time, they have the option to play the match as a 4v5. Within reason (e.g. during an actual technical emergency with their 5th Player), a Team of 4 can use the Technical Pause function to attempt resolutions for their 5th Player prior to the beginning of the match in this scenario.
6.2 Missing a Match
Players and Teams are not permitted to miss a match or decide not to play for strategic and tactical reasons. Teams are responsible for attending all matches they are scheduled to play. Teams that do not attend a match or are forced to forfeit a match must provide a reasonable explanation for doing so.
Acceptable reasons for missing the scheduled start of a match, or the match entirely are:
- Proof of logistical issues in returning to the venue from an off-site location.
- Medical emergencies with one or more Players.
- Family emergencies with one of more Players.
- Network failure either localised to the Team or Players EPIC.LAN provided network switch or the entire venue.
- EPIC.LAN Game Server or Steam Login Server failure.
- Event/venue evacuation.
- Provable server and connection issues either on site or with UBISOFT services.
6.3 Delays and Changes
In case of technical issues or emergencies, EPIC.LAN may need to modify the schedule or inform players of immediate changes. This could be due to fire alarms, power outages, network and server infrastructure failures and more.
EPIC.LAN reserved the right to make these changes without notice. EPIC.LAN will communicate any changes to the best of their ability, directly or indirectly. Key communication methods whilst on-site include a Tannoy system Tournament Officials may give instructions over, or via the EPIC.LAN Discord server in categories specific to the R6S tournament.
Where possible, Tournament Officials will also modify the scheduled times listed on the tournament platform.
6.3.1 Permitted Delays
Teams may be in a situation where their previous match extends beyond its scheduled time.
If a team is still in play during the next rounds scheduled time, they will not be forfeited under the terms listed in Section 6.1 Punctuality.
Teams will have 5 minutes to take a break after their delayed match is completed before needing to be in the Game Server for the next match. Tournament Officials will communicate with the Team waiting to the best of their ability about any permitted delays.
6.4 Breaks
EPIC.LAN will aim to schedule reasonable breaks into the tournament schedule. Should a game or series be delayed or overrun into a scheduled break for specific Teams, lunch will not be extended to the same, previously scheduled time. However, Teams will be afforded a reasonable time to break.
6.4.1 Series Breaks
Between maps in a BO3 or longer series, Teams are permitted to take a 10-minute break before needing to be game ready. If a series is delayed, this will be reduced to a 5-minute break. Tournament Officials reserve the right to change this break timeframe to ensure the tournament schedule remains intact.
7. Grand Final
The following only applies to EPIC.LAN events that feature a Stage where Grand Finalists must relocate in order to play. This is currently exclusive to EPIC.LAN Winter (February) and Autumn (October) Arena events.
Grand Finalists must play the Grand Final on Stage, with EPIC.LAN provided computers, monitors, headsets and chairs. Players must still bring their own peripherals including keyboards and mice.
Players must bring their own choice of in-ears, which can be setup for game audio underneath regular headphones. Headphones will be used for mic communication. However, this is not a requirement. EPIC.LAN uses a set of AceZone A-Live Tournament Edition headsets with ANC, built for Stage use, to manage audio within our Stage environment. All Players including Coaches will be required to wear these headsets whilst on stage.
During the Final, teams will be assigned their respective referee to administrate Team communication during Tech Pauses and Coach communication outside of Tactical Pauses.
Coaches are permitted to tell their team to take a Tactical Pause but cannot freely communicate with their team outside of them during Grand Finals.
Teams must abide by any change in playing environment (moving to a stage setting) and any regulations associated for tournament Finals.
7.1 Streaming
Players will need to submit this form to ask for specific permission to stream from the event.
Streaming is a key part of our events and our Participants' / Teams' own content and is something that we wish to encourage, however it's also important that any streams of our R6S tournament do not compromise the competitive integrity of the event and also, in the case of some titles, match the standards required by publishers.
Note that application for stream permission is intended only for those participating at the event streaming their own perspectives, we do not grant lobby access to Spectators who are not at the event.
In certain cases, we may offer increased bandwidth for streams, but this is not guaranteed.
We also ask that those granted permission to stream share some basic viewership figures with us after the event, these figures will be held confidentially and amalgamated as part of the overall event evaluation which will help existing and future partnership discussions, which in turn will help raise the quality and potential prize pools for the event. Your personal viewing statistics will never be shared.
Subject to the title being streamed (e.g. EPIC.LAN R6S) you may be required to use specified graphics packages for the duration of the event.
If you use the EPIC.LAN logo as part of your coverage, you should follow the guidelines set at https://www.epiclan.co.uk/brand.
Note that permission to stream does not imply any sort of official affiliation or coverage partnership with the event.
7.2 Broadcast Sanitisation
Players are required that their personal account name and content follow our guidelines for broadcast safety. Player ID's or Names should be their known IGN and not include any inappropriate, sexist, racist etc remarks.
8. Player Responsibilities
8.1 Reporting
It is a Players and Teams responsibility to report infringements or possible issues to Tournament Officials at any time during the tournament. It is not possible for EPIC.LAN to monitor every aspect of gameplay across a large BYOC LAN at once and therefor rely on Players raising concerns and issues in real time.
If a Player reports issues or infringements after the fact, such as multiple games later, the next day or after the event, EPIC.LAN may not be able to action the reasonable sanction(s), or at the very least, may impact their ability to rectify wrongdoing in a timely manner.
9. Cheating and Game Bugs
All forms of cheating at EPIC.LAN events are forbidden and will see some form of sanction(s) (to see further examples please read the General Rules of our esports tournaments in Section 1. Introduction).
If any player or team feels unsure on a new advantage they have found through their practice sessions, they are welcome to show this specific spot to the tournament team to review. Any player or team that does this will be treated to the strictest confidence as not to jeopardize your strategic advantage; however, we can rule on whether it is legal. We strongly advise teams to give us plenty of time ahead of an event so we can review it in good time and make good judgement on it.
Tournament Officials may inspect your machine at any time throughout the event to inspect for cheats or hacks within your game files, steam cloud and anywhere on your PC, memory sticks or peripherals.
To maintain the highest level of competitive integrity, at times of review, actions, Operators, or other mechanics may be restricted from use.
Unintended Mechanics
An unintended mechanic is a condition or action that may allow a Player or Team to act or receive an advantage in a way that was not specifically designed, commonly referred terms include, but not limited to, exploit, glitch, bug, gimmick, and hack. At times, unintended mechanics may create an unfavourable result for a Player or Team.
Due to the fluctuating state of unintended mechanics, a global list of permitted and banned items will be maintained and displayed publicly. Currently, the list is contained in Section 5.1.4.5 of the EML Challenger Circuit Rulebook.
A non-exhaustive list of known unintended mechanics that have been approved or banned for use in EPIC49, together with the process for Teams to escalate to Tournament Officials any usage of bug or in-game exploits not included in the list, may be found in Section 5.1.4.6 of the EML Challenger Circuit Rulebook. Any Team or Player shall also report issues for review and consideration on R6FIX.
As the list of unknown or non-addressed unintended mechanics increases past this list, the Tournament Organizer, on a case-by-case basis, will determine the final ruling and impact of items not specified below.
It is in Teams’ best interest to surface any unintended mechanics not listed here and await the Tournament Organizer approval before implementing their use, understanding that there is time needed to review and provide feedback on such items. The Tournament Organizer will determine if the use of unintended mechanics influences the outcome of a match and award or penalize activities accordingly.
The use of third-party software, any form of tampering with the game's code or servers or any gathering of information obtained from watching the match's broadcast while playing with the intention of, or potential to, create an unfair advantage for a Team or Player, is prohibited and subject any Player using such hardware or software to Sanction(s). The same applies to actions that give a player or team an advantage in any way. This applies to the exploitation of bugs and glitches.
All programs that allow/enables remote access to a PC and/or change, mark or hide an IP address, including but not limited to the following list, will be cause for immediate disqualification for the entire Team:
- TeamViewer
- Parsec
- RemotePC
- LogMeIn
- Remote Desktop Manager
- Chrome Remote Desktop
- Windows VPN
- NordVPN
- ProtonVPN
- OpenVPN
- Tor Network
10. Sanction(s)
If a Player, Team, or Representative are found to be in violation of the Rules or any accompanying documentation such as the Code of Conduct and General Rules, Tournament Officials reserve the right to apply any of the following sanctions that they deem fit for purpose based off of the severity of the infraction:
- Verbal Warning.
- Written Warning.
- Forced Broadcast Sanitisation.
- Communication Suspension.
- Communication Suspension.
- Game Forfeiture.
- Match Forfeiture.
- Disqualification from a specific tournament.
- Disqualification from multiple tournaments.
- Undefined time – temporary suspension from any EPIC.LAN competitions or activities.
- Undefined time – temporary suspension from any EPIC.LAN hosted events and associated venues, without refund.
- Permanent ban from any EPIC.LAN competitions or activities.
- Permanent ban from any EPIC.LAN hosted events and associated venues, without refund.
- Reduction and/or forfeiture of all prize earnings either monetarily or otherwise. (All forfeited cash prizing is donated to a charity of EPIC.LAN’s choice).
Further review through UBISOFT Officials that may result in other competition or account infractions.
10.1 Sanction(s) Notification
EPIC.LAN reserves the right to notify you of a Sanction(s) at any time. EPIC.LAN does not publish the conclusion of investigations or reasoning for sanction(s). EPIC.LAN does not publicly announce the outcome of sanction(s) against individuals or organisations unless otherwise required by external terms and rules EPIC.LAN abides by.
Sanctions(s) that impact individuals or organisations may be broad and cover EPIC.LAN events rather than EPIC.LAN specific R6S tournaments and not require publication.
EPIC.LAN may use various avenues of communication to notify of sanction(s) such as email, banning of EPIC.LAN user accounts, direct messaging via third party platforms, or in person at an event.
EPIC.LAN is not responsible for sanction(s) enacted by venues EPIC.LAN hires to host events. Such venue specific actions are out of our control but may result in a Player’s ineligibility to continue participating in EPIC.LAN competitions.
10.2 Appeals
Any appeals to applied sanctions are subject to correspondence to EPIC.LAN Management. All communication for appeals must be escalation to a member of the EPIC.LAN Management team who will assess Sanction appeals on a case by cases basis, considering infringement severity, previous Sanction(s), precedence, and other external factors.
EPIC.LAN will not consider your appeal if for an arbitrary reason not associated with EPIC.LAN, such as how a Sanction impacts a Player’s ability to participate at Ranked competitions or prospects within an organisation.
10.3 External Factors
Sanction(s) directly correlate to an Individual or Team’s actions whilst involved in an EPIC.LAN event, external factors are not considered. Similarly, should an issue be raised by a third party as to an Individual or Team’s actions outside of an EPIC.LAN hosted event or venue, these will also not be actioned. EPIC.LAN will, within the best of its ability, safeguard participants where threats have been levied against them by other participants outside of EPIC.LAN activities.
11. Spirit of the Rules
It is at the discretion of EPIC.LAN Management and Tournament Officials to modify any of the rules above for any reason and at any time. The rules are most likely to be amended in the following cases (without limitation):
- If a different patch/version release is used and modifications to the rules are necessary to ensure fair play.
- If a game-breaking bug is discovered during the course of the tournament.
- If players are suspected or proven to be engaging in unfair play or collusion to fix the results of a game.
- If changes to game settings and/or operations guidelines are necessary due to differences between online and offline tournaments.
- If there are substantial delays to a tournament that would prevent it from concluding in a timely fashion.
In the event that a rule amendment is made, teams will be informed immediately of the changes made and the reasons why, via the tournament’s main communication channels.
All decisions regarding the interpretation of these rules lie solely with the Tournament Officials, the decisions of which are final.
12. Support
Please feel free to contact the League Ops Team within the #support in the official EPIC.LAN Discord server. You can also raise direct tournament support tickets via the tournament platform here.
You can find broader event information via the General Rules and through our F.A.Q.
For EPIC.LAN account support, including ticket management, please open a general support ticket via this link. R6S Tournament Officials cannot action these requests.





