Worldwide | Multi-Platform | Free.
Available Games
AFBN News

Money Match $$$

https://compete.afbn.me/tourney A Few Bad Newbies is hosting a Warzone Solo Tournament! Register now for your chance at cash prizes.
Read More
Money Match $$$

What We Offer

Curious?
Read More
What We Offer

Merchandise & You

Custom Merchandise & Sponsorships
Read More
Merchandise & You

Our Ladders Are Growing

Our Ladders are growing!
Read More
Our Ladders Are Growing

Welcome!

Welcome
Read More
Welcome!



Pick a Game

by Platform. Then select your Region.



Welcome!

A Few Bad Newbies is proud to announce, the launch of our FREE Competition Ladder. Compete against, and with anyone, anytime. Each Game Title is segregated by Region, and by Platform while other appropriate Games are listed as Cross-Platform.

You can Create an Account, or you can Log In if you’ve already got one.

Did we mention? You don’t need to be apart of our Clan & Gaming Community, to reap every benefit of our free system. Including, but not limited to, Private Messaging and Blogging.

Games by Platform

Cross-Platform

Mobile

Oculus

PC

PlayStation

Xbox One




Our Blogging Area

Member Created Blogs
Everything Is Live!
2 years ago no Comment

Our Website is ready to go. Everything is working beautifully. Please enjoy! If you encounter any issues, please Contact Us.  Remember, it’s all FREE!!

Starting to love the layout.
2 years ago no Comment

All Available Ladders

View a collective list of our available Competition Ladders. Can’t find your Worldwide Region, or Platform of Preference? Contact Us, and let’s see about getting it added! Be warned, we have over 300 listed ladders.

Money Matches

Spend money. Win money.

All Available Games

View a collective list of our all Available Games. We are adding more daily, so be sure to check back in! Don’t find what you’re looking for? Contact Us and request a Game Title to be added!


Make Money

Earn 12% Commission on all Merchandise Sales when your referral link is used. Additionally, save 10% when your Coupon Code is used. Even on your own purchases.

Apply to AFBN

Are you interested in becoming one of, “A Few Bad Newbies”? Fill out our Online Application, and let’s get started! We are looking for Leads/Captain’s, Members, and more… Worldwide!






Additional

links and rules
Crash Course into Competition

Rules Listed In Game Title Overrule The Below
Cheating / Glitching is Prohibited
Outside Coaching is Prohibited
3rd Party Intentional Interference is Prohibited
Both Sides Report Score; be vigilant
Best of Three Matches (or of five) (2 / 3 or 3 / 5)


Most Eliminations
Best Placement
Most Rounds Won
Fastest Time
Most Points
Highest Score

…is the Winner of that round, correlating with the proper rules of the appropriate Game Title.

How Points Work

Winner: 3 points
Loser: 1 point

Each point gets you, or your team, a little further up the ladder. The more you compete, and the better you do, the higher your score!

Global General Settings

Any setting not listed below should not be changed from its default state within the private match lobby. the Global settings are to be used for all Game modes unless otherwise specified in the game rules section of that game.

The hosting team is responsible for setting up a private lobby match with the correct settings and the correct map. If the hosting team starts the game with the wrong settings, it will result in penalties for that map/mode. Please refer to the Penalties Section of this rules page.

Hosting

Definition: The Host is the Player who must create the Custom Game and ensure that the proper Settings and Map are used. The Host should set their party player limit to match the number of players for the specified match.
(Example: Player Limit 8 for a 4 vs 4 match.)

Host and Side Choice for each Game: The Challenging Team at match time must host the first game. The Defending Team will host the second game. This will alternate until a tie breaker game is required. The team with the higher combined rounds won for all games leading up to the tie breaker in that match will host the tie breaker game.

Procedure: Hosting Players should create the Custom Game. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Custom Game and create a new one. A “lag test” should be performed before the start of each game to ensure all players have an acceptable player to player connection.

Lag Test: A “Lag Test” is a round set to the lowest time value in order to “Test for Lag”.

Finish Games: If a player’s connection to the server becomes unreasonable during a game, the Game must still be played. The lag incident should be reported to AFBN support immediately following that game.

Incorrect Ending: If the Host incorrectly ends a Game, their Team may Forfeit the Game.

Warm-up: No warm-up or practice Games are permitted once the Match’s first Game has begun. If a Match is played before the scheduled time, it will not be considered a warm-up and will count as the official results.

Delays: Teams may not delay the start of a Match beyond its scheduled start time, without the approval of a A Few Bad Newbies support. Teams may delay a Match between Games for up to five minutes. After five minutes of delay, if the delaying Team does not have the minimum required Players, they will Forfeit the Match.

Minimum Required Players: Teams may only be short handed by one player in order to start a Competitive Match. A Team will Forfeit the Match if they are missing more than one player than the match specifies by 15 minutes after a Match’s default start time (Grace Period). Teams will be forced to start a Game at the end of a Grace Period.

Disconnections: All games must be restarted if a Player disconnects in the first 30 seconds and before the first kill. If a player disconnects from a game after the first 30 seconds, the round should be completed. If the player who times out is on the hosting team, the host should end the game. If the player is on the non hosting team, the team should switch sides or leave the game to have match ended.

Normal Boundaries: Players who move their Character outside of the normal boundaries of a Map may Forfeit the Game. Moving outside of the normal boundaries of a Map includes but is not limited to part of the Character’s body passing through what should be a non-permeable surface or object, and moving into any area from which your Character registers shots on an opponent who is not able to register shots on your Character.

Outside Players/Spectators: After a Custom Game has been created, only eligible Players on the two Teams and Staff members may be invited/join. If an ineligible Player joins a Game, the Game must be ended if the player affects the game and/or doesn’t leave within 30 seconds of joining. If a Player is found to have invited an ineligible Player to a Game, they will Forfeit the Game.

Penalties

Settings: For All Games, the hosting team will forfeit all rounds where the incorrect setting(s) affected the game. If a game is hosted out of order, the hosting team will forfeit that game that was played out of order. For example, if Search and Destroy – Strike on Call of Duty is the second game and played as the first game, the hosting team will forfeit Search and Destroy – Strike. The first game will need to be played.

Restricted Items: Use of any listed restricted item(s) will result in the loss of the round(s) the item(s) were used in if it affected game play.

Premature Game Ending: Teams that force the game to end prematurely by player(s) switching teams, leaving the game, inviting outside players, and/or the host ending the game may result in the loss of the round and/or game.

Equipment: Players may not use a Turbo controller, or a Button Macro controller. Turbo controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press the same button multiple times. Button Macro controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press multiple buttons. The team using the ineligible equipment will forfeit that games of the match it was used on.

IP Flooding (DDoS Attacks): Performing or assisting with a DDoS attack of your opponent will result in immediate disqualification of that team. All players on that team will be permanently banned from A Few Bad Newbies website.

Evading a Tournament or Severe Site Ban: Any player found evading a severe site ban or one related to Online Competition will be disqualified from this Ladder.

Account Recovering XBL or PC or PSN Accounts: Tournament participants are forbidden to allow others to play in this competition in place of them by sharing XBL or PC or PSN accounts. The offending the team forfeit the entire match. The offending players will be suspended from the site for up to thirty (30) days.

Modified Console/Hacks/Mods: Use of a modified/jail broken console, in game hacks, and/or mods will result in the immediate disqualification of that team. The player(s) using the modified console, hacks, and/or mods will be suspended from A Few Bad Newbies indefinitely. The rest of the team will be suspended for up to ninety (90) days.

Lack of Cooperation: Failing to comply with Support Staff’s directions and/or requests may result in the forfeit of round(s), a map, or the entire match. Verbal or written abuse of a staff member will result in a suspension from A Few Bad Newbies for up to thirty (30) days.

Failure to Report a Match: Any team leader/captain that fails to report their tournament match within ten (10) minutes after the conclusion of their match or upon receiving notification from support staff to do so, may be suspended from the site for up to twenty-four (24) hours.

Warnings: Officials may issue a Warning for infractions including, but not limited to, the use of profane words or phrases, discussion of controversial religious topics, threats/implied violence, lack of punctuality, and failure to follow AFBN staff instructions. All warnings and penalties are given to the team, not the individual player. Teams may also be warned or incur a penalty for repeated warnings in regards to the same rule. Depending on the severity of the action or conduct by a player, multiple warnings may be handed out for a single infraction, up to and including bypassing warnings and resulting in an immediate penalty.

Penalties: After a maximum of three (3) warnings, post-warning penalties, including but not limited to the following, may be enforced: A Game Forfeit, a Match Forfeit, and a Site Ban for a specified duration. Penalties may also be combined with other penalties.

Disqualification: Some infractions may result in warnings and penalties being bypassed with immediate disqualification from the remainder of the Ladder being enforced. Examples of behavior or actions that could result in this are physical acts violence, cheating, collusion/manipulating the bracket, hate speech, and/or harassment.

Double Forfeit: If a Match is not played and neither Team submits a Ticket requesting the Forfeit win, or both Teams otherwise Forfeit a Game/Match, the Game/Match will be deemed a draw.

RULES – Battle Royale Solo

Two people, one lobby. Launch a round of DUOS. One Combatant Lands on opposite side of the Battle Royale Map from the other. Whomever receives the most amount of eliminations, wins that round. Whomever wins 2 out of 3 rounds, wins that match.

If in the event neither competing individual acquires ANY kills in the round, whatever person that stays alive the longest is the winner of that round.

Players have FIFTEEN (15) MINUTES to start the match once the START TIME has been set. Any further tardiness will be considered a NO SHOW and additionally will be considered an immediate FORFEIT.

Third Party Spectator Assistance / Coaching is strictly prohibited.

Players MUST have cross-play enabled.

RULES – Battle Royale Duo

Four people, one lobby. Launch a round of SQUADS. One Team Lands on opposite side of the Battle Royale Map from the other. Whatever side receives the most amount of eliminations, wins that round. Whomever wins 2 out of 3 rounds, wins that match.

If in the event neither competing side acquires ANY kills in the round, whatever team that stays alive the longest is the winner of that round.

Players have FIFTEEN (15) MINUTES to start the match once the START TIME has been set. Any further tardiness will be considered a NO SHOW and additionally will be considered an immediate FORFEIT.

Third Party Spectator Assistance / Coaching is strictly prohibited.

Players MUST have cross-play enabled.

RULES – Call of Duty: Modern Warfare Search & Destroy

Settings

Any setting not listed below should not be changed from its default state within the private match lobby. the Global settings are to be used for all Game modes unless otherwise specified in the game modes specific section.

The hosting team is responsible for setting up a private lobby match with the correct settings and the correct map. If the hosting team starts the game with the wrong settings, it will result in penalties for that map/mode. Please refer to the Penalties Section of this rules page.

Game Setup

General Settings
Pre-Match Timer: 15 Seconds
Pre Round Timer: 5 Seconds
Team Switching: Enabled
Spectating: Team Only
Spectating: First Person Only
Kill Cam: Enabled
Mini-Map Radar: Normal
Battle Chatter: Disabled
Announcer: Enabled
Sprint: Enabled
Turrets: Enabled
Streaks Persists Across Rounds: Disabled

Killstreaks

Killstreak Delay: None
Radar: Disabled
Airstrike: Disabled
Attack Helicopter: Disabled

Spawn Settings

Respawn Delay: None
Force Respawn: Enabled
Wave Respawn Delay: None
Suicide Penalty: None

Health and Damage

Hardcore Mode: Disabled
Old School Mode: Disbaled
Health: Normal
Health Regeneration: Normal
Friendly Fire: Enabled
Number of Lives: 1
Team Kill Kick Limit: Unlimited
Headshots Only: Disabled
Explosive Delay: None

Search and Destroy

Game Options
Round Length: 2.5 Minutes
Score Limit: 6 Points
Bomb Timer: 45 Seconds
Plant Time: 7.5 Seconds
Defuse Time: 7.5 Seconds
Multi Bomb: Disabled
Round Switch: Every Round
Silent Plant: Enabled

Item Restrictions

Weapon Attachments

Grenade Launcher

Perks

C4 x2
RPG-7 x2
Claymore x2
Frag x3
Special Grenades x3
Deep Impact

Hosting

Definition: The Host is the Player who must create the Custom Game and ensure that the proper Settings and Map are used. The Host should set their party player limit to match the number of players for the specified match.
(Example: Player Limit 8 for a 4 vs 4 match.)

Host and Side Choice for each Game: The Challenging Team at match time must host the first game. The Defending Team will host the second game. This will alternate until a tie breaker game is required. The team with the higher combined Search and Destroy rounds won for all games leading up to the tie breaker in that match will host the tie breaker game. The Team that doesn?t Host a Game must choose to play as a faction (Marines, Spetsnaz, S.A.S, or OpFor)

Procedure: Hosting Players should create the Custom Game. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Custom Game and create a new one. A lag test should be performed before the start of each game to ensure all players have an acceptable player to player connection.

Finish Games: If a player?s connection to the server becomes unreasonable during a game, the Game must still be played. The lag incident should be reported to tournament support immediately following that game.

Incorrect Ending: If the Host incorrectly ends a Game, their Team may Forfeit the Game.

All Matches

Match Length: All matches will be best of 3 games.

Warm-up: No warm-up or practice Games are permitted once the Match?s first Game has begun. If a Match is played before the scheduled time, it will not be considered a warm-up and will count as the official results.

Delays: Teams may not delay the start of a Match beyond its scheduled start time, without the approval of a A Few Bad Newbies support. Teams may delay a Match between Games for up to five minutes. Teams can request that an Official enforce this five minute time limit. After five minutes of a Tournament Official enforced delay, if the delaying Team does not have the minimum required Players, they will Forfeit the Match.

Minimum Required Players: Teams may only be short handed by one player in order to start a Competitive Match. A Team will Forfeit the Match if they are missing more than one player than the match specifies by 15 minutes after a Match?s default start time (Grace Period). Teams will be forced to start a Game at the end of a Grace Period.

Disconnections: Search and Destroy Games must be restarted if a Player disconnects in the first 30 seconds and before the first kill. If a player disconnects from a search and destroy game after the first 30 seconds, the round should be completed. If the player who times out is on the hosting team, the host should end the game. If the player is on the non hosting team, the team should switch sides or leave the game to have match ended.

Normal Boundaries: Players who move their Character outside of the normal boundaries of a Map may Forfeit the Game. Moving outside of the normal boundaries of a Map includes but is not limited to part of the Character?s body passing through what should be a non-permeable surface or object, and moving into any area from which your Character registers shots on an opponent who is not able to register shots on your Character.

Outside Players/Spectators: After a Custom Game has been created, only eligible Players on the two Teams and Staff members may be invited/join. If an ineligible Player joins a Game, the Game must be ended if the player affects the game and/or doesn’t leave within 30 seconds of joining. If a Player is found to have invited an ineligible Player to a Game, they will Forfeit the Game.

Reporting

No Shows: The No Show grace period time is 15 minutes after the match’s original start time. For example, if a match is scheduled for 1:00 PM, the no show time for this match would be 1:15 PM. Must include picture or stream/video proof that their opponent did not show.

Time Limit: One team must report the Match results within 10 minutes of its completion. Failure to report the Match results on time may result in a Forfeit.

Report Match Score: To report the Match results, Teams must report the Match Score accurately, with overall Games won being reported. For example, the Match Score can be reported as 2-0, 2-1, 3-0, 3-1, or 3-2 depending upon the Match length. Reporting the individual points for each Game is optional.

Cheating: Breaking any rule and any form of cheating, glitching, abusing in-game mechanics, or unsportsmanlike behavior may result in a Forfeit of a Game, Match, or Ban from A Few Bad Newbies. Cheating, glitching, and abusing in-game mechanics accusations must be verified. In order to submit proof, a screenshot or video of the cheating, please email AFBN.Contact@gmail.com. Punishable unsportsmanlike behavior includes, but is not limited to, excessive use of foul or degrading language. For all cheating claims, the burden of proof is on the accuser.

Screenshots: At least one member of each Team should take a Screenshot(s) of each Game’s results in case proof is needed for a dispute. Screenshots should be clearly visible and contain the Game Score, all Players on both Teams, and a time stamp.

Concessions: Teams may request that they be allowed to concede victory of a Game. Teams may request that their opponent not receive a Forfeit penalty.

Settings: For Search and Destroy, the hosting team will forfeit all rounds where the incorrect setting(s) affected the game. If a game is hosted out of order, the hosting team will forfeit that game that was played out of order. For example, if Search and Destroy – Strike is the second game and played as the first game, the hosting team will forfeit Search and Destroy – Strike. The first game will need to be played.

Restricted Items: For Search and Destroy, use of any restricted item(s) will result in the loss of the round(s) the item(s) were used in if it affected game play.

Premature Game Ending: Teams that force the game to end prematurely by player(s) switching teams, leaving the game, inviting outside players, and/or the host ending the game may result in the loss of the round and/or game for Search and Destroy.

Equipment: Players may not use a Turbo controller, or a Button Macro controller. Turbo controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press the same button multiple times. Button Macro controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press multiple buttons. The team using the ineligible equipment will forfeit that games of the match it was used on.

IP Flooding (DDoS Attacks): Performing or assisting with a DDoS attack of your opponent will result in immediate disqualification of that team. All players on that team will be permanently banned from A Few Bad Newbies.

Evading a Tournament or Server Site Ban: Any player found evading a severe site ban or one related to Online Competition will be disqualified from this Ladder.

Account Recovering XBL or PC or PSN Accounts: Tournament participants are forbidden to allow others to play in this competition in place of them by sharing XBL or PC or PSN accounts. The offending the team forfeit the entire match. The offending players will be suspended from the site for up to thirty (30) days.

Modified Console/Hacks/Mods: Use of a modified/jail broken console, in game hacks, and/or mods will result in the immediate disqualification of that team. The player(s) using the modified console, hacks, and/or mods will be suspended from A Few Bad Newbies indefinitely. The rest of the team will be suspended for up to ninety (90) days.

Lack of Cooperation: Failing to comply with Support Staff’s directions and/or requests may result in the forfeit of round(s), a map, or the entire match. Verbal or written abuse of a staff member will result in a suspension from A Few Bad Newbies for up to thirty (30) days.

Failure to Report a Match: Any team leader/captain that fails to report their tournament match within ten (10) minutes after the conclusion of their match or upon receiving notification from support staff to do so, may be suspended from the site for up to twenty-four (24) hours.

Warnings: Tournament Officials may issue a Warning for infractions including, but not limited to, the use of profane words or phrases, discussion of controversial religious topics, threats/implied violence, lack of punctuality, and failure to follow tournament staff instructions. All warnings and penalties are given to the team, not the individual player. Teams may also be warned or incur a penalty for repeated warnings in regards to the same rule. Depending on the severity of the action or conduct by a player, multiple warnings may be handed out for a single infraction, up to and including bypassing warnings and resulting in an immediate penalty.

Penalties: After a maximum of three (3) warnings, post-warning penalties, including but not limited to the following, may be enforced: A Game Forfeit, a Match Forfeit, and a Site Ban for a specified duration. Penalties may also be combined with other penalties.

Disqualification: Some infractions may result in warnings and penalties being bypassed with immediate disqualification from the remainder of the Ladder being enforced. Examples of behavior or actions that could result in this are physical acts violence, cheating, collusion/manipulating the bracket, hate speech, and harassment.

RULES – Call of Duty: Modern Warfare Team Deathmatch

Settings

Any setting not listed below should not be changed from its default state within the private match lobby. the Global settings are to be used for all Game modes unless otherwise specified in the game modes specific section.

The hosting team is responsible for setting up a private lobby match with the correct settings and the correct map. If the hosting team starts the game with the wrong settings, it will result in penalties for that map/mode. Please refer to the Penalties Section of this rules page.

Game Setup

General Settings
Pre-Match Timer: 15 Seconds
Pre Round Timer: 5 Seconds
Team Switching: Enabled
Spectating: Team Only
Spectating: First Person Only
Kill Cam: Enabled
Mini-Map Radar: Normal
Battle Chatter: Disabled
Announcer: Enabled
Sprint: Enabled
Turrets: Enabled
Streaks Persists Across Rounds: Disabled

Killstreaks

Killstreak Delay: None
Radar: Disabled
Airstrike: Disabled
Attack Helicopter: Disabled

Spawn Settings

Respawn Delay: None
Force Respawn: Enabled
Wave Respawn Delay: None
Suicide Penalty: None

Health and Damage

Hardcore Mode: Disabled
Old School Mode: Disbaled
Health: Normal
Health Regeneration: Normal
Friendly Fire: Enabled
Number of Lives: Unlimited
Team Kill Kick Limit: Unlimited
Headshots Only: Disabled
Explosive Delay: None

Player Elimination

Game Options
Round Length: 10 Minutes
Score Limit: None
Round Switch: Every Round

Item Restrictions

Weapon Attachments

Grenade Launcher

Perks

C4 x2
RPG-7 x2
Claymore x2
Frag x3
Special Grenades x3
Deep Impact

Hosting

Definition: The Host is the Player who must create the Custom Game and ensure that the proper Settings and Map are used. The Host should set their party player limit to match the number of players for the specified match.
(Example: Player Limit 8 for a 4 vs 4 match; unless otherwise instructed by a League Official.)

Host and Side Choice for each Game: The Challenging Player at match time must host the first game. The Defending player will host the second game. This will alternate until a tie breaker game is required. The player with the higher combined Player Elimination rounds won for all games leading up to the tie breaker in that match will host the tie breaker game. The Team that doesn’t Host a Game must choose to play as a faction (Marines, Spetsnaz, S.A.S, or OpFor)

Procedure: Hosting Players should create the Custom Game. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Custom Game and create a new one. A lag test should be performed before the start of each game to ensure all players have an acceptable player to player connection.

Finish Games: If a player’s connection to the server becomes unreasonable during a game, the Game must still be played. The lag incident should be reported to tournament support immediately following that game.

Incorrect Ending: If the Host incorrectly ends a Game, their Team may Forfeit the Game.

All Matches

Match Length: All matches will be best of 3 games.

Warm-up: No warm-up or practice Games are permitted once the Match’s first Game has begun. If a Match is played before the scheduled time, it will not be considered a warm-up and will count as the official results.

Delays: Teams may not delay the start of a Match beyond its scheduled start time, without the approval of a A Few Bad Newbies support. Teams may delay a Match between Games for up to five minutes. Teams can request that an Official enforce this five minute time limit. After five minutes of a Ladder Official enforced delay, if the delaying Team / Player does not have the minimum required Players, they will Forfeit the Match.

Minimum Required Players: Teams may only be short handed by one player in order to start a Competitive Match. A Player will Forfeit the Match if they are missing for 15 minutes after a Match’s default start time (Grace Period). Teams will be forced to start a Game at the end of a Grace Period.

Disconnections: Player Elimination Games must be restarted if a Player disconnects in the first 30 seconds and before the first kill. If a player disconnects from a Player Elimination game after the first 30 seconds, the round should be completed. If the player who times out is on the hosting team, the host should end the game. If the player is on the non hosting team, the team should switch sides or leave the game to have match ended.

Normal Boundaries: Players who move their Character outside of the normal boundaries of a Map may Forfeit the Game. Moving outside of the normal boundaries of a Map includes but is not limited to part of the Character’s body passing through what should be a non-permeable surface or object, and moving into any area from which your Character registers shots on an opponent who is not able to register shots on your Character.

Outside Players/Spectators: After a Custom Game has been created, only eligible Players on the two Teams and Staff members may be invited/join. If an ineligible Player joins a Game, the Game must be ended if the player affects the game and/or doesn’t leave within 30 seconds of joining. If a Player is found to have invited an ineligible Player to a Game, they will Forfeit the Game.

Reporting

No Shows: The No Show grace period time is 15 minutes after the match’s original start time. For example, if a match is scheduled for 1:00 PM, the no show time for this mcatch would be 1:15 PM. Must include picture or stream/video proof that their opponent did not show.

Time Limit: One player on both teams must report the Match results within 10 minutes of its completion. Failure to report the Match results on time may result in a Forfeit.

Report Match Score: To report the Match results, Teams must report the Match Score accurately, with overall Games won being reported. For example, the Match Score can be reported as 2-0, 2-1, 3-0, 3-1, or 3-2 depending upon the Match length. Reporting the individual points for each Game is optional.

Cheating: Breaking any rule and any form of cheating, glitching, abusing in-game mechanics, or unsportsmanlike behavior may result in a Forfeit of a Game, Match, or Ban from A Few Bad Newbies. Cheating, glitching, and abusing in-game mechanics accusations must be verified. In order to submit proof, a screenshot or video of the cheating, please email AFBN.Contact@gmail.com. Punishable unsportsmanlike behavior includes, but is not limited to, excessive use of foul or degrading language. For all cheating claims, the burden of proof is on the accuser.

Screenshots
: At least one member should take a Screenshot(s) of each Game’s results in case proof is needed for a dispute. Screenshots should be clearly visible and contain the Game Score, all Players on both Teams, and a time stamp.

Concessions
: Teams may request that they be allowed to concede victory of a Game. Teams may request that their opponent not receive a Forfeit penalty.

Penalties

Settings: For Player Elimination, the hosting team will forfeit all rounds where the incorrect setting(s) affected the game. If a game is hosted out of order, the hosting team will forfeit that game that was played out of order.

Restricted Items
: For Player Elimination, use of any restricted item(s) will result in the loss of the round(s) the item(s) were used in if it affected game play.

Premature Game Ending
: Teams that force the game to end prematurely by player(s) switching teams, leaving the game, inviting outside players, and/or the host ending the game may result in the loss of the round and/or game for Player Elimination.

Equipment
: Players may not use a Turbo controller, or a Button Macro controller. Turbo controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press the same button multiple times. Button Macro controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press multiple buttons. The team using the ineligible equipment will forfeit that games of the match it was used on.

IP Flooding (DDoS Attacks)
: Performing or assisting with a DDoS attack of your opponent will result in immediate disqualification of that team. All players on that team will be permanently banned from A Few Bad Newbies.

Evading a Tournament or Severe Site Ban
: Any player found evading a severe site ban or one related to Online Competition will be disqualified from this Ladder.

Account Recovering XBL or PC or PSN Accounts
: Tournament participants are forbidden to allow others to play in this competition in place of them by sharing XBL or PC or PSN accounts. The offending the team forfeit the entire match. The offending players will be suspended from the site for up to thirty (30) days.

Modified Console/Hacks/Mods
: Use of a modified/jail broken console, in game hacks, and/or mods will result in the immediate disqualification of that team. The player(s) using the modified console, hacks, and/or mods will be suspended from A Few Bad Newbies indefinitely. The rest of the team will be suspended for up to ninety (90) days.

Lack of Cooperation
: Failing to comply with Support Staff’s directions and/or requests may result in the forfeit of round(s), a map, or the entire match. Verbal or written abuse of a staff member will result in a suspension from A Few Bad Newbies for up to thirty (30) days.

Failure to Report a Match
: Any team leader/captain that fails to report their tournament match within ten (10) minutes after the conclusion of their match or upon receiving notification from support staff to do so, may be suspended from the site for up to twenty-four (24) hours.

Warnings
: Tournament Officials may issue a Warning for infractions including, but not limited to, the use of profane words or phrases, discussion of controversial religious topics, threats/implied violence, lack of punctuality, and failure to follow tournament staff instructions. All warnings and penalties are given to the team, not the individual player. Teams may also be warned or incur a penalty for repeated warnings in regards to the same rule. Depending on the severity of the action or conduct by a player, multiple warnings may be handed out for a single infraction, up to and including bypassing warnings and resulting in an immediate penalty.

Penalties
: After a maximum of three (3) warnings, post-warning penalties, including but not limited to the following, may be enforced: A Game Forfeit, a Match Forfeit, and a Site Ban for a specified duration. Penalties may also be combined with other penalties.

Disqualification
: Some infractions may result in warnings and penalties being bypassed with immediate disqualification from the remainder of the Ladder being enforced. Examples of behavior or actions that could result in this are physical acts violence, cheating, collusion/manipulating the bracket, hate speech, and harassment.

RULES – Overwatch
About

What is Overwatch, you might be asking? Well, wonder no more! Overwatch is a colorful team-based shooter game starring a diverse cast of powerful heroes. Travel the world, build a team, and contest objectives in exhilarating 6v6 combat.

What is a Custom Match?

Custom lobbies allow you to control who can join the match, spectate the match and the match settings. This is what we use to play tournament matches.

In Overwatch, there are different game modes available for play. Quickplay, Arcade, Competitive Play, and Game Browser.

The Game Browser consists of 2 main features: Find Game and Create Game.

Using Find Game, players can look for available pre-created custom games in the server.

Players can create their own custom game with customized settings by Create Game.

After returning to the lobby, click “SETTINGS” again and select “MAPS”. Select “NONE” on the top right of the screen. Navigate to your assigned Map and enable it. Click “BACK” to return to the lobby. Navigate to your assigned Map and enable it. Click “BACK” to return to ‘SETTINGS”.

Are you still confused? View the PDF Explanation

How To: Overwatch

Custom Match Creation

Players can create their own custom game with customized settings by Create Game. Log in to Overwatch and click the big “PLAY” word in the start up screen. The next menu should look like this: Select “Game Browser” then click “CREATE” in the top right corner. Select “COMPETITIVE”, located under “STANDARD”. Make sure it registers before clicking the “BACK” button to proceed. Return to the lobby.

Join a Game

1. Ensure all players are on the same region as the host.
2. Navigate to the “Choose Game Mode” screen at the bottom right.
3. Select the “Custom Match” button located at the bottom right of the screen.
3. Enter the password. “AFBN”
4. Select “Play” and wait for the match to begin.

General Match Settings

Any settings not listed below should be left in the default selections.

Lobby settings

Server: Must be played in the same region as that of which the ladder resides in. Presets: Competitive

Modes
All: Kill Cam Disabled
All: Skins Disabled

All: Game Mode Start Manual

Heroes

Hero Roster

Disable any heroes not currently available in Competitive Play
“Invite Only” must be selected within the Custom Game Lobby.

Map Pool

Control – Nepal
Escort – Route 66, Watchpoint: Gibraltar, Havana
Hybrid – Hollywood, King’s Row, Eichenwald
Assault – Hanamura, Temple of Anubis, Volskaya Industries
Control – Lijiang Tower, Busan

Tie Breaker

Control – If teams are tied after the completed match, the last remaining Control map will be played and hosted by the losing team from Map 5.

Match Rules

The lower ranked team at match time will host the first map. The higher ranked team at match time will host the tie breaker if required.

Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

Team changing in-game is not allowed. If a player joins the wrong team upon launch, the map will be restarted. If a player changes teams after the first kill, the offending team will forfeit the map.

The hosting team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings will result in a forfeit of that map.

RULES – Rainbow Six: Siege

Standard Settings

1. The default settings specified in these rules can be changed, but only if told to do so by an Official of this Ladder. The staff will support no other agreements, (i.e. verbal, FB, Discord, email). So unless specified otherwise by a match official, these default rules will be followed. The hosting team is responsible for ensuring settings are correct prior to starting the map. Hosting with incorrect settings will result in a forfeit of that map.

2. The Attacker Shield Challenge Option: Applies to all Attacker Shields:

Standard Match Settings

Rounds

Number of Rounds: 6
Attacker/Defender Role Swap: 1
Overtime Rounds: 3
Overtime Score Difference: 2
Overtime Role Change: 1
Objective Rotation Parameter: 1
Attacker Unique Spawn: On

Health

Damage Handicap: 100
Friendly Fire Damage: 100
Injured: 20

Character Control

Sprint: On
Lean: On

Death

Death Replay: Disabled

Maps & Modes

Bank
Chalet
Club House
Consulate
Hereford Base
House
Kafe Dostoyevsky
Kanal
Oregon
Presidential Plane
TDM – Bomb
TDM – Hostage
TDM – Secure Area

Game Mode & Weather Settings

Hostage Death: On
Secure Time Limit: 15
Unsecure Time Limit: 15
Plant Duration: 7
Defuse Duration: 7
Fuse Time: 45
Preparation Phase Duration: 45
Action Phase Duration: 180
Time of the Day: Day
Weather: Sunny / Clear

HUD

HUD: Pro League

Item Restrictions

Shields
Nitro Cells

Competitive Settings

Competitive Match Settings

Time of Day: Day
HUD: Pro League

Rounds

Number of Rounds: 10
Attacker/Defender Role Swap: 5
Overtime Rounds: 3
Overtime Score Difference: 2
Overtime Role Change: 1
Objective Rotation Parameter: 2
Objective Type Rotation: Rounds Played
Attacker Unique Spawn: On

Picks & Bans

Number of Bans: 4
Ban Timer: 30
Pick Phase Timer: 25
6th Pick Phase: On
6th Pick Phase Timer: 20

Health

Damage Handicap: 100
Friendly Fire Damage: 100
Injured: 20

Character Control

Sprint: On
Lean: On

Death

Death Replay: Off

Game Mode Settings

BOMB

Plant Duration: 7
Defuse Duration: 7
Fuse time: 45
Preparation Phase Duration: 45
Action Phase Duration: 180

Bomb – Bank
Bomb – Border
Bomb – Club House
Bomb – Consulate
Bomb – Coastline
Bomb – Oregon
Bomb – Villa

Match Rules

All matches must be played in their entirety unless both teams agree to postpone or cancel the match.

Randomized maps MUST be used. Verbal agreements will not receive staff support.

Lag Test

A “Lag Test” is not required unless the non-hosting team requests one be completed. This is a test round that doesn’t count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.

Delay

Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

Hosting Rules

The higher ranked team on the ladder will host first map. The lower ranked team will host second map. Hosting will alternate between both teams until the final map in which the team with the most combined round wins from all prior maps will host the final map. In the event of both teams being unranked the team with the Team ID closest to 1 will serve as the higher ranked team. In the event of combined tied rounds the team who is closest to #1 on the ladder will host the final map. The team that is not hosting gets to choose which side to start on.

Disconnection Clarification

The preparation phase is included in the first 30 seconds of the game.

Exploit Clarification

Using Castle Armor Panel with Deployable Shield is a loss of that round for the Defenders.

New Operators

The New Operators are allowed for use at this time.

Defense Locations

In the event a game has to be ended and restarted, a team may not choose the same Defend point on their next defense attempt if they successfully defended it. In example, if a team successfully defends Master Bedroom on House and the game has to be restarted, that team may not choose that location on their next defense attempt. Violation will result in the loss of that round.

RULES – Rocket League Trios

Player Eligibility: All Players participating in Rocket League competitions must have access to the game on PC (Steam), PS4, or XB1. Only registered team members playing under their own account are allowed to play for a team.

Team Roster: A team may start the season with 3-20 participants.

After the beginning of Regular Season play (Week 1 matches), a player rostered on a team may not transfer to another roster within the same company for the same game without the Game Lead?s approval.

The main circumstance permitting a transfer would be a team losing players and falling below the minimum team size.

Game Version: Each player must have their game up to date with the latest patch for their system.

Day of Match protocol: Both teams should have the Rocket League game client open and be ready to join at the Match start time.

Teams should also be equipped to communicate outside of the game client during the Match, preferably through Discord PM between captains/representatives.

The captain or designated representative from the Home team will create a Private Match in-game with the following parameters:

Game Mode: Soccer
Arena: Challenged Team’s Choice
Team Size: 3v3
Bot Difficulty: No Bots, Team Settings and Mutator Settings: Defaults
Mutators Series Length: 5 for Regular season, 7 for Playoffs
Region: Challenged Team’s choice.
Joinable By: Name/Password

After hitting “Create Match”, the Home team rep will enter the following:
Name: (Challenged Team #)vs(Challenging Team #)
Password: AFBN
Example 1: Team ABCD (identifier #27) is the challenged team, playing Team EFGH (identifier #52). The lobby name will be 27vs52 and the password will be AFBN.
Example 2: Team IJKL (identifier #48) is the Challenged Team playing Team MNOP (identifier #03). The lobby name will be 48vs03 and the password will be AFBN.

All players will then join the lobby using the above name and password. The Home team will be Blue, and the Away team will be Orange. Players may not join their assigned side until three players from each team have joined the lobby.

At the conclusion of each Game in the Series, teams will be given the opportunity to take a 1-minute break and communicate if they need to make a substitution or pause the game for any reason. This action can be done by using the in-game chat or communicating externally. Captains can select the in-game Ready button to indicate that they are ready for the next game to begin. Opponents should provide flexibility and leniency during this break for issues that would normally warrant a Stoppage of Play.
Following the 1-minute break, captains should communicate to their players to not join their assigned side (Home/Away) if the opposing team has requested a break or is in the process of making a substitution and is waiting for their substituted player to join the match.
During this time, in the post-game screen, the Home team representative will change the Arena (available by hitting “Match Settings”) to the next arena of our their choice.

Definitions:
Best-of-X: a Match that has X number of Games, and the Team that wins a majority of the Games is declared the winner. Once a Team wins the number of Games needed to reach the requisite majority, then that Team will be declared the winner of the Match, and any Games that have not been played at that point will not be played. For example, in a Best-of-Five Match, once a Team wins 3 Games, that Team will immediately be declared the winner of that Match.
Game: a single 5 minutes + Overtime competition between two Teams.
Match: Tournament play between two Teams that may involve multiple Games
Series: a group of Games that together constitute a Match
Team: a group of Players who compete in the Tournament together as a unit.

RULES – Call of Duty Mobile Domination
Domination

Welcome! This is a World Wide Ladder. There are no individual regions specified for Mobile Game Play. Please feel free to join a team, or create one, and get into the competition!

Players are advised to include their UID within their team profile to assist players finding each other.

To ensure both fairness, and genuine activity, a Team may consist of up to 20 players and of those members only one has to play at a time. In other words… IF BOTH TEAMS AGREE, then BOTH Teams may play with 1 to 4 people in a squad. This DOES NOT mean one team has 4 and the other only 1. You must match equal numbered rostered participants.

Gamertags are case sensitive. Please ensure you include the correct handle-name within your team profile.

Adding Friends

1. Click on “Multiplayer”
2. On the left side of your screen, click “Private”. This will setup a private game.
3. Invite all players to your match by going to the top right portion of your screen and clicking the “Invite Friends” dropdown menu. If you have not added your friend/opponent, please do so!

Best of 3 Matches

The team with the most kills at the end of the game session will be awarded the win for that session. If there is a tie in kills, life duration will be used to determine a tiebreaker. The first team to win 2 out of 3 matches will be awarded the win for the match.

Mode & Maps

Domination
Crash
Crossfire
Firing Range
Hijacked
Meltdown
Nuketown
Raid
Rust
Scrapyard
Standoff
Summit
Takeoff
Tunisia

Domination

Match Settings

Round Limit: 2 Rounds
Round Switch: Every Round
Round Time Limit: 5 Minutes
Round Score Limit: Unlimited
Match Start Time: 15 Seconds
Round Start Time: 10 Seconds
Skip Infil: Enabled
Input Swap Allowed: Disabled
CDL Tuning: Enabled
Codcaster: Enabled

Advanced Settings

Points Per Kill: 0 Points
Points Per Death: 0 Points
Headshot Bonus Points: 0 Points
Killstreak Kill Bonus Points: 0 Points
Time to Capture Zone: 10 Seconds
Zones Required to Score: 1 Zone
Points Per Zone: 1 Point
Zone Neutralization: Enabled
Objective Scaler: x4
Flags Enable Kill Scoring: Disabled
Starting Flags Captured: Disabled

Player Settings

Number of Lives: Unlimited
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: N/A
Downed Revive Health: N/A
Downed Bleedout Timer: N/A
Downed Revive Time: N/A
Downed Give Up Time: N/A
Weapon Mounting: Disabled

Team Settings

Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: PotG
Enable Mini Map: Yes
Radar Always On: Disabled
Weapon Pings on Minimap: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: 5 Seconds
Wave Spawn Delay: None
Suicide Spawn Delay: None
Force Respawn: Enabled
Team Assignment: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled

Gameplay

Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: 3 (Normal)
Realism Mode: Disabled
Headshots Only: Disabled
Health Steal: Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field upgrade Score Modifier: Normal
Perks: Enabled
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Equipment Delay: Disabled
Equipment Protection: 7.5 Seconds
Battle Chatter: Disabled
Announcer Dialogue: Enabled

In-Game Restrictions

Scorestreaks

UAV
Airdrop
Molotov Cocktail
Counter UAV
SAM Turret
Sentry Gun
Stealth Chopper
VTOL

Primary Weapons

All LMGs
All Shotguns

Secondary Weapons

All Launchers

Attachments

FMJ – AR
FMJ – SR
FMJ – Pistol

Operator Skill

Transform Shield

Lethal

Trip Mine

Tactical

None

Perks

Fast Recover
Persistance
Tracker
Ghost
Hardline
Demo Expert
Engineer

Matches & Points

Just for trying, even if you do not win, you will receive 1 point for every successfully completed match. Your time, effort, and activity is worth something. However, a win will land you a quick 3 points. The goal? Get more points than any and every one else as a team.

Hosting

All matches should be played using Private Multiplayer following the hosting format displayed above in these rules.

The hosting team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings will result in a forfeit of that map.

Delay Between Rounds

Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

Tie Game:

If a map results in a tie, the map will be replayed with the same sides and settings.

Lag Issue:

If there is a lag issue, please finish out the map and show proof of every affected round(s)/map(s) in a ticket after the match has been completed. Proof must be in video format, show full ping bars and show the final result of that round(s)/map(s).

Disconnections

Games must be restarted if a Player disconnects in the first 30 seconds and/or before the first kill.

Proof must be captured and provided in the event of a dispute.

If a Player disconnects after the first 30 seconds and/or after the first kill, the map must be continued. The missing player may be reinvited to the game. The team with the missing player may not leave the game at the conclusion of the round that the disconnect occurred. If a team fully leaves the game due to a player disconnecting they will forfeit the map in question.

No Shows

A team has 10 minutes to show-up with the proper number of eligible players and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.

If you have a No Show issue, navigate to your Support Ticket page report the no show. As the match was not played, do not report any scores.

To receive a no show win, you must submit a ticket within 45 minutes of the scheduled match time.

RULES – Call of Duty Mobile Hardpoint
Hardpoint

Welcome! This is a World Wide Ladder. There are no individual regions specified for Mobile Game Play. Please feel free to join a team, or create one, and get into the competition!

Players are advised to include their UID within their team profile to assist players finding each other.

To ensure both fairness, and genuine activity, a Team may consist of up to 20 players and of those members only one has to play at a time. In other words… IF BOTH TEAMS AGREE, then BOTH Teams may play with 1 to 4 people in a squad. This DOES NOT mean one team has 4 and the other only 1. You must match equal numbered rostered participants.

Gamertags are case sensitive. Please ensure you include the correct handle-name within your team profile.

Adding Friends

1. Click on “Multiplayer”
2. On the left side of your screen, click “Private”. This will setup a private game.
3. Invite all players to your match by going to the top right portion of your screen and clicking the “Invite Friends” dropdown menu. If you have not added your friend/opponent, please do so!

Best of 3 Matches

The team with the most kills at the end of the game session will be awarded the win for that session. If there is a tie in kills, life duration will be used to determine a tiebreaker. The first team to win 2 out of 3 matches will be awarded the win for the match.

Mode & Maps

Hardpoint
Crash
Crossfire
Firing Range
Hijacked
Nuketown
Raid
Rust
Scrapyard
Standoff
Summit
Takeoff

Hardpoint

Game Settings

Time Limit: 5 Minutes
Score Limit: 250 Points
March Start Time: 15 Seconds
Skip Infil: Enabled
Input Swap Allowed: Disabled
CDL Tuning: Enabled
Codcaster: Enabled

Advanced Settings

Points Per Kill: 0 Points
Points Per Death: 0 Points
Headshot Bonus Points: 0 Points
Killstreak Kill Bonus Points: 0 Points
Time to Capture Zone: Instant
Zone Lifetime: 1 Minute
Initial Activation Delay Time: 15 Seconds
Activation Delay Time: Disabled
Location Order: Linear
Scoring: Constant
Pause Time: Enabled
Objective Team Spawn Delay: Disabled
Spawn Delay Timer: 2.5 Seconds

Player Settings

Number of Lives: Unlimited
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: N/A
Downed Revive Health: N/A
Downed Bleedout Timer: N/A
Downed Revive Time: N/A
Downed Give Up Time: N/A
Weapon Mounting: Disabled

Team Settings

Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: PotG
Enable Mini Map: Yes
Radar Always On: Disabled
Weapon Pings on Minimap: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: 2.5 Seconds
Wave Spawn Delay: None
Suicide Spawn Delay: None
Force Respawn: Enabled
Team Assignment: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled

Gameplay

Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: 3 (Normal)
Realism Mode: Disabled
Headshots Only: Disabled
Health Steal: Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field Upgrade Score Modifier: Normal
Perks: Enabled
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Equipment Delay: Disabled
Equipment Protection: 7.5 Seconds
Battle Chatter: Disabled
Announcer Dialogue: Enabled

In-Game Restrictions

Scorestreaks

UAV
Airdrop
Molotov Cocktail
Counter UAV
SAM Turret
Sentry Gun
Stealth Chopper
VTOL

Primary Weapons

All LMGs
All Shotguns

Secondary Weapons

All Launchers

Attachments

FMJ – AR
FMJ – SR
FMJ – Pistol

Operator Skill

Transform Shield

Lethal

Trip Mine

Tactical

None

Perks

Fast Recover
Persistance
Tracker
Ghost
Hardline
Demo Expert
Engineer

Back to Top of Page.

Matches & Points

Just for trying, even if you do not win, you will receive 1 point for every successfully completed match. Your time, effort, and activity is worth something. However, a win will land you a quick 3 points. The goal? Get more points than any and every one else as a team.

Back to Top of Page.

Hosting

All matches should be played using Private Multiplayer following the hosting format displayed above in these rules.

The hosting team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings will result in a forfeit of that map.

Delay Between Rounds

Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

Tie Game:

If a map results in a tie, the map will be replayed with the same sides and settings.

Lag Issue:

If there is a lag issue, please finish out the map and show proof of every affected round(s)/map(s) in a ticket after the match has been completed. Proof must be in video format, show full ping bars and show the final result of that round(s)/map(s).

Disconnections

Games must be restarted if a Player disconnects in the first 30 seconds and/or before the first kill.

Proof must be captured and provided in the event of a dispute.

If a Player disconnects after the first 30 seconds and/or after the first kill, the map must be continued. The missing player may be reinvited to the game. The team with the missing player may not leave the game at the conclusion of the round that the disconnect occurred. If a team fully leaves the game due to a player disconnecting they will forfeit the map in question.

No Shows

A team has 10 minutes to show-up with the proper number of eligible players and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.

If you have a No Show issue, navigate to your match page and update your match status to: “I’m reporting: my opponent did not show up”. As the match was not played, do not report any scores.

To receive a no show win, you must submit a ticket within 45 minutes of the scheduled match time.

RULES – Call of Duty Mobile Search & Destroy
Search and Destroy

Welcome! This is a World Wide Ladder. There are no individual regions specified for Mobile Game Play. Please feel free to join a team, or create one, and get into the competition!

Players are advised to include their UID within their team profile to assist players finding each other.

To ensure both fairness, and genuine activity, a Team may consist of up to 20 players and of those members only one has to play at a time. In other words… IF BOTH TEAMS AGREE, then BOTH Teams may play with 1 to 4 people in a squad. This DOES NOT mean one team has 4 and the other only 1. You must match equal numbered rostered participants.

Gamertags are case sensitive. Please ensure you include the correct handle-name within your team profile.

Adding Friends

1. Click on “Multiplayer”
2. On the left side of your screen, click “Private”. This will setup a private game.
3. Invite all players to your match by going to the top right portion of your screen and clicking the “Invite Friends” dropdown menu. If you have not added your friend/opponent, please do so!

Best of 3 Matches

The team with the most kills at the end of the game session will be awarded the win for that session. If there is a tie in kills, life duration will be used to determine a tiebreaker. The first team to win 2 out of 3 matches will be awarded the win for the match.

Mode & Maps

Search & Destroy
Arklov Peak
Gun Runner
Piccadilly
Rammaza
St. Petrograd

Search & Destroy

Game Settings

Round Time Limit: 1M : 30S
Round Win Limit: 6 Rounds
Win By Two Rule: Disabled
Win By Two Max Rounds: N/A
Round Switch: Every Round
Match Start Time: 15 Seconds
Round Start Time: 10 Seconds
Skip Infil: Enabled
Practice Round: Disabled
Input Swap Allowed: Disabled
CDL Tuning: Enabled
Codcaster: Enabled

Advanced Settings

Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 7.5 Seconds
Multi Bomb: Disabled
Silent Plant: Enabled
Reset Plant/Defuse Progress: Enabled

Player Settings

Number of Lives: 1 Life
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: N/A
Downed Revive Health: N/A
Downed Bleedout Timer: N/A
Downed Revive Time: N/A
Downed Give Up Time: N/A
Weapon Mounting: Disabled

Team Settings

Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: Final Kill
Enable Mini Map: Yes
Radar Always On: Disabled
Weapon Pings on Minimap: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: None
Wave Spawn Delay: None
Suicide Spawn Delay: None
Force Respawn: Enabled
Team Assignment: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled

Gameplay

Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: 3 (Normal)
Realism Mode: Disabled
Headshots Only: Disabled
Health Steal: Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field Upgrade Score Modifier: Normal
Perks: Enabled
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Equipment Delay: Disabled
Equipment Protection: 7.5 Seconds
Battle Chatter: Disabled
Announcer Dialogue: Enabled

In-Game Restrictions

Scorestreaks

UAV
Airdrop
Molotov Cocktail
Counter UAV
SAM Turret
Sentry Gun
Stealth Chopper
VTOL

Primary Weapons

All LMGs
All Shotguns

Secondary Weapons

All Launchers

Attachments

FMJ – AR
FMJ – SR
FMJ – Pistol

Operator Skill

Transform Shield

Lethal

Trip Mine

Tactical

None

Perks

Fast Recover
Persistance
Tracker
Ghost
Hardline
Demo Expert
Engineer

Matches & Points

Just for trying, even if you do not win, you will receive 1 point for every successfully completed match. Your time, effort, and activity is worth something. However, a win will land you a quick 3 points. The goal? Get more points than any and every one else as a team.

Hosting

All matches should be played using Private Multiplayer following the hosting format displayed above in these rules.

The hosting team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings will result in a forfeit of that map.

Delay Between Rounds

Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

Tie Game:

If a map results in a tie, the map will be replayed with the same sides and settings.

Lag Issue:

If there is a lag issue, please finish out the map and show proof of every affected round(s)/map(s) in a ticket after the match has been completed. Proof must be in video format, show full ping bars and show the final result of that round(s)/map(s).

Disconnections

Games must be restarted if a Player disconnects in the first 30 seconds and/or before the first kill.

Proof must be captured and provided in the event of a dispute.

If a Player disconnects after the first 30 seconds and/or after the first kill, the map must be continued. The missing player may be reinvited to the game. The team with the missing player may not leave the game at the conclusion of the round that the disconnect occurred. If a team fully leaves the game due to a player disconnecting they will forfeit the map in question.

No Shows

A team has 10 minutes to show-up with the proper number of eligible players and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.

If you have a No Show issue, navigate to your Support Ticket page and explain that your opponent did not show. As the match was not played, do not report any scores.

To receive a no show win, you must submit a ticket within 45 minutes of the scheduled match time.

RULES – Call of Duty Mobile Team Deathmatch
Team Deathmatch

Welcome! This is a World Wide Ladder. There are no individual regions specified for Mobile Game Play. Please feel free to join a team, or create one, and get into the competition!

Players are advised to include their UID within their team profile to assist players finding each other.

To ensure both fairness, and genuine activity, a Team may consist of up to 20 players and of those members only one has to play at a time. In other words… IF BOTH TEAMS AGREE, then BOTH Teams may play with 1 to 4 people in a squad. This DOES NOT mean one team has 4 and the other only 1. You must match equal numbered rostered participants.

Gamertags are case sensitive. Please ensure you include the correct handle-name within your team profile.

Adding Friends

1. Click on “Multiplayer”
2. On the left side of your screen, click “Private”. This will setup a private game.
3. Invite all players to your match by going to the top right portion of your screen and clicking the “Invite Friends” dropdown menu. If you have not added your friend/opponent, please do so!

Best of 3 Matches

The team with the most kills at the end of the game session will be awarded the win for that session. If there is a tie in kills, life duration will be used to determine a tiebreaker. The first team to win 2 out of 3 matches will be awarded the win for the match.

Maps & Mode

Team Deathmatch
Arklov Peak
Gun Runner
Piccadilly
Rammaza
St. Petrograd

Player Elimination

Game Settings

Round Limit: 3 Rounds
Round Switch: Every Round
Round Time Limit: 5 Minutes
Round Score Limit: 40
Match Start Time: 15 Seconds
Round Start Time: 10 Seconds
Skip Infil: Enabled
Input Swap Allowed: Disabled
CDL Tuning: Enabled
Codcaster: Enabled

Advanced Settings

Points Per Kill: 1 Points
Points Per Death: 0 Points
Headshot Bonus Points: 0 Points
Killstreak Kill Bonus Points: 0 Points
Time to Capture Zone: N/A
Zones Required to Score: N/A
Points Per Zone: N/A
Zone Neutralization: Disabled
Objective Scaler: x4
Flags Enable Kill Scoring: Disabled
Starting Flags Captured: Disabled

Player Settings

Number of Lives: Unlimited
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: N/A
Downed Revive Health: N/A
Downed Bleedout Timer: N/A
Downed Revive Time: N/A
Downed Give Up Time: N/A
Weapon Mounting: Disabled

Team Settings

Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: PotG
Enable Mini Map: Yes
Radar Always On: Disabled
Weapon Pings on Minimap: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: 5 Seconds
Wave Spawn Delay: None
Suicide Spawn Delay: None
Force Respawn: Enabled
Team Assignment: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled

Gameplay

Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: 3 (Normal)
Realism Mode: Disabled
Headshots Only: Disabled
Health Steal: Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field upgrade Score Modifier: Normal
Perks: Enabled
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Equipment Delay: Disabled
Equipment Protection: 7.5 Seconds
Battle Chatter: Disabled
Announcer Dialogue: Enabled

In-Game Restrictions

Scorestreaks

UAV
Airdrop
Molotov Cocktail
Counter UAV
SAM Turret
Sentry Gun
Stealth Chopper
VTOL

Primary Weapons

All LMGs
All Shotguns

Secondary Weapons

All Launchers

Attachments

FMJ – AR
FMJ – SR
FMJ – Pistol

Operator Skill

Transform Shield

Lethal

Trip Mine

Tactical

None

Perks

Fast Recover
Persistance
Tracker
Ghost
Hardline
Demo Expert
Engineer

Matches & Points

Just for trying, even if you do not win, you will receive 1 point for every successfully completed match. Your time, effort, and activity is worth something. However, a win will land you a quick 3 points. The goal? Get more points than any and every one else as a team.

Hosting

All matches should be played using Private Multiplayer following the hosting format displayed above in these rules.

The hosting team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings will result in a forfeit of that map.

Delay Between Rounds

Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

Tie Game:

If a map results in a tie, the map will be replayed with the same sides and settings.

Lag Issue:

If there is a lag issue, please finish out the map and show proof of every affected round(s)/map(s) in a ticket after the match has been completed. Proof must be in video format, show full ping bars and show the final result of that round(s)/map(s).

Disconnections

Games must be restarted if a Player disconnects in the first 30 seconds and/or before the first kill.

Proof must be captured and provided in the event of a dispute.

If a Player disconnects after the first 30 seconds and/or after the first kill, the map must be continued. The missing player may be reinvited to the game. The team with the missing player may not leave the game at the conclusion of the round that the disconnect occurred. If a team fully leaves the game due to a player disconnecting they will forfeit the map in question.

No Shows

A team has 10 minutes to show-up with the proper number of eligible players and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.

If you have a No Show issue, navigate to your Submit Ticket page report the “no show”. As the match was not played, do not report any scores.

To receive a no show win, you must submit a ticket within 45 minutes of the scheduled match time.

RULES – Fall Guys

How To Win

The team/player that survives the longest is the winner of the match.

If both teams/players are eliminated on the same stage, the match will need to be replayed until a winner is decided. Hosting will remain the same. If both players qualify for the next round you will continue playing until someone is eliminated.

In order to survive longer, your team/player must qualify for a stage that your opponent does not. For example, if “TEAM A” is eliminated on slime climb, then “TEAM B” will need to qualify during that same stage to be determined the winner.

If your team/player wins a “CROWN” then your team instantly the winner for the match.


Disputes


In the event of a dispute, your team must provide video proof showing that your opponent was eliminated during the round and/or at the end when the full player board is shown.

Note: If you are using a controller you can press L2 to display the PSN and/or FallGuys #’s

If your team fails to provide video proof of your opponents being eliminated during the round and/or at the end of the full player board, your team will not be granted the win.

In the event that your match goes to the final stage, if your team gets a “CROWN” this must be shown via video proof, showing the PSN’s and/or FallGuys #’s in the stage prior to winning the crown.

SCREENSHOTS WILL NOT BE ACCEPTED AS PROOF


Disconnections


If your team or player disconnects prior to the start of the first round/stage, the match will be replayed.

If your team or player disconnects after the round/stage begins, the outcome of the match will remain and your teams/players death will be the time of disconnect.

If valid proof of a disconnect is supplied via the match chat, the match will need to be replayed.

MATCHES WILL NOT BE REPLAYED WITHOUT VALID PROOF


Griefing | In-Game Glitches


Griefing is ALLOWED

Due to the nature and style of the game, griefing is inevitably by not only your opponents, but the other players within the public match. All forms of griefing is permitted. This includes, grabbing, blocking, causing the player to be eliminated, etc is PERMITTED.

DISPUTING FOR GRIEFING IS NOT PERMITTED


Glitches


If an in-game glitch is intentionally used by a team/player to give their team an advantage, AFBN reserves the right to uphold the current outcome, replay, along with any punishments deemed fit for the situation.

If an in-game glitch is intentionally used by a team/player to give their team an advantage, AFBN reserves the right to uphold the current outcome, replay, along with any punishments deemed fit for the situation. Proof will be required for this and should be clear/evident in-game DVR captured proof. On PC players can use any software that allows them to record videos.

RULES – Call of Duty: Vanguard

Maps & Modes List

Search & Destroy
Tuscan
Bocage
Desert Siege
Berlin
Demyansk
Hardpoint
Tuscan
Bocage
Gavutu
Berlin
Desert Siege
Control
Tuscan
Gavutu


Search & Destroy Settings

Game:
Round Time Limit: 1 M : 30 S
Round Win Limit: 6 Rounds
Win by Two Rule: Disabled
Win by Two Max Rounds: 8 Rounds
Round Switch: Every Round
Match Start Time: 15 Seconds
Round Start Time: 10 Seconds
Skip Infil: Enabled
Practice Round: Disabled

Advanced:
Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 7.5 Seconds
Multi Bomb: Disabled
Silent Plant: Enabled
Reset Plant/Defuse Progress: Enabled

Player:
Number of Lives: 1 Life
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Weapon Mounting: Disabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: 40 Points
Downed Revived Health: Half (50)
Downed Bleedout Timer: Unlimited
Downed Revived Time: 2 Seconds
Downed Give Up Time: 1 Second

Team:
Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: Final Kill
Enable Minimap: Yes
Radar Always On: Disabled
Weapon Pings on Minimap Enabled: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: None
Wave Spawn Delay: None
Suicide Spawn Delay: None
Force Respawn: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled

Gameplay:
Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: Normal
Headshots Only: Disabled
Health Steal:Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field Upgrade Score Modifier: Normal
Perks: Enabled
Equipment Delay: Disabled
Equipment Protection: 5 Seconds
Battle Chatter: Disabled
Announcer Dialog: Enabled
Dynamic Map Elements: Disabled
Suppressive Fire: Disabled
Combat Fog: Disabled

Killstreaks:
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Hardpoint Settings
Game
Round Time Limit: 5 Minutes
Score Limit: 250 Points
Match Start Time: 10 Seconds
Skip Infil: Enabled
Input Swap Allowed: Disabled
CDL Tuning: Enabled
Codcaster: Enabled

Advanced:
Points Per Kill: 0 Points
Points Per Death: 0 Points
Headshot Bonus Points: 0 Points
Killstreak Kill Bonus Points: 0 Points
Time to Capture Zone: Instant
Zone Lifetime: 1 Minute
Show Next Hardpoint: 10 Seconds
Initial Activation Delay Time: Disabled
Activation Delay Time: Disabled
Location Order: Linear
Scoring: Constant
Pause Time: Enabled
Objective Team Spawn Delay: Disabled
Spawn Delay Timer: 2 Seconds

Player:
Number of Lives: 1 Life
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Weapon Mounting: Disabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: 40 Points
Downed Revived Health: Half (50)
Downed Bleed Out Timer: Unlimited
Downed Revived Time: 2 Seconds
Downed Give Up Time: 1 Second

Team:
Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: PotG
Enable Minimap: Yes
Radar Always On: Disabled
Weapon Pings on Minimap Enabled: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: 3.5 Seconds
Wave Spawn Delay: None
Suicide Spawn Delay: 4.5 Seconds
Force Respawn: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled

Gameplay:
Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: Normal
Headshots Only: Disabled
Health Steal: Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field Upgrade Score Modifier: Normal
Perks: Enabled
Equipment Delay: Disabled
Equipment Protection: Disabled
Battle Chatter: Disabled
Announcer Dialog: Enabled
Dynamic Map Elements: Disabled
Suppressive Fire: Disabled
Combat Fog: Disabled

Killstreaks:
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Restricted Items
Shotguns (All)
Einhorn Revolving
Combat Shotgun
Gracey Auto
Double Barrel

Light Machine Guns (All):
MG42
DP27
Type 11
Bren

Melee:
Combat Shield

Launchers (All):
M1 Bazooka
Panzerschreck
Panzerfaust
MK11 Launcher

Muzzle:
MX Silencer
Mercury Silencer

Optic:
M19 4.0X Flip
1913 Variable 4-8X
ZF4 3.5X Rifle Scope
1229/Slate 3.25X Custom
SVT-40 PU Scope 3-6X
MK. 12 Night Vision
M1929 Silencer

Underbarrel:
GF-59 Flashlight
Bayonet

Ammo Type (All):
FMJ Rounds
Frangible
Armor Piercing
Lengthened
Hollow Point
Subsonic
Incendiary

Proficiency:
Akimbo

Trigger Action:
Rapid Action

Perks:
Dauntless
Ghost
Tracker
High Alert
Forward Intel
Piercing Vision
Overkill
Tactician

Lethal:
Throwing Knife
Thermite
Demolition Charge
Molotov Cocktail

Tactical:
Stim
MK V Gas
S-Mine 44
Decoy Grenade

Killstreaks:
Intel
Care Package
Spy Plane
Counter Spy Plane
Mortar Barrage
Warmachine
Guard Dog/td>
Deathmachine
Emergency Airdrop
Flamenaut
Attack Dogs
Firebombing Run
Local Informants

Field Upgrade:
Goliath
Jammer
Deployable Cover
Armor Plates
Field Mic
Tactical Insertion
Dead Drop

Hosting

Definition: The Host is the Player who must create the Custom Game and ensure that the proper Settings and Map are used. The Host should set their party player limit to match the number of players for the specified match.
(Example: Player Limit 8 for a 4 vs 4 match.)

Host and Side Choice for each Game: The Challenging Team at match time must host the first game. The Defending Team will host the second game. This will alternate until a tie breaker game is required. The team with the higher combined Search and Destroy rounds won for all games leading up to the tie breaker in that match will host the tie breaker game. The Team that doesn?t Host a Game must choose to play as a faction (Marines, Spetsnaz, S.A.S, or OpFor)

Procedure: Hosting Players should create the Custom Game. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Custom Game and create a new one. A lag test should be performed before the start of each game to ensure all players have an acceptable player to player connection.

Finish Games: If a player?s connection to the server becomes unreasonable during a game, the Game must still be played. The lag incident should be reported to tournament support immediately following that game.

Incorrect Ending: If the Host incorrectly ends a Game, their Team may Forfeit the Game.

All Matches

Match Length: All matches will be best of 3 games.

Warm-up: No warm-up or practice Games are permitted once the Match’s first Game has begun. If a Match is played before the scheduled time, it will not be considered a warm-up and will count as the official results.

Delays: Teams may not delay the start of a Match beyond its scheduled start time, without the approval of a A Few Bad Newbies support. Teams may delay a Match between Games for up to five minutes. Teams can request that an Official enforce this five minute time limit. After five minutes of a Tournament Official enforced delay, if the delaying Team does not have the minimum required Players, they will Forfeit the Match.

Minimum Required Players: Teams may only be short handed by one player in order to start a Competitive Match. A Team will Forfeit the Match if they are missing more than one player than the match specifies by 15 minutes after a Match?s default start time (Grace Period). Teams will be forced to start a Game at the end of a Grace Period.

Disconnections: Search and Destroy Games must be restarted if a Player disconnects in the first 30 seconds and before the first kill. If a player disconnects from a search and destroy game after the first 30 seconds, the round should be completed. If the player who times out is on the hosting team, the host should end the game. If the player is on the non hosting team, the team should switch sides or leave the game to have match ended.

Normal Boundaries: Players who move their Character outside of the normal boundaries of a Map may Forfeit the Game. Moving outside of the normal boundaries of a Map includes but is not limited to part of the Character?s body passing through what should be a non-permeable surface or object, and moving into any area from which your Character registers shots on an opponent who is not able to register shots on your Character.

Outside Players/Spectators: After a Custom Game has been created, only eligible Players on the two Teams and Staff members may be invited/join. If an ineligible Player joins a Game, the Game must be ended if the player affects the game and/or doesn’t leave within 30 seconds of joining. If a Player is found to have invited an ineligible Player to a Game, they will Forfeit the Game.

Reporting

No Shows: The No Show grace period time is 15 minutes after the match’s original start time. For example, if a match is scheduled for 1:00 PM, the no show time for this match would be 1:15 PM. Must include picture or stream/video proof that their opponent did not show.

Time Limit: One team must report the Match results within 10 minutes of its completion. Failure to report the Match results on time may result in a Forfeit.

Report Match Score: To report the Match results, Teams must report the Match Score accurately, with overall Games won being reported. For example, the Match Score can be reported as 2-0, 2-1, 3-0, 3-1, or 3-2 depending upon the Match length. Reporting the individual points for each Game is optional.

Cheating: Breaking any rule and any form of cheating, glitching, abusing in-game mechanics, or unsportsmanlike behavior may result in a Forfeit of a Game, Match, or Ban from A Few Bad Newbies. Cheating, glitching, and abusing in-game mechanics accusations must be verified. In order to submit proof, a screenshot or video of the cheating, please email AFBN.Contact@gmail.com. Punishable unsportsmanlike behavior includes, but is not limited to, excessive use of foul or degrading language. For all cheating claims, the burden of proof is on the accuser.

Screenshots: At least one member of each Team should take a Screenshot(s) of each Game’s results in case proof is needed for a dispute. Screenshots should be clearly visible and contain the Game Score, all Players on both Teams, and a time stamp.

Concessions: Teams may request that they be allowed to concede victory of a Game. Teams may request that their opponent not receive a Forfeit penalty.

Settings: For Search and Destroy, the hosting team will forfeit all rounds where the incorrect setting(s) affected the game. If a game is hosted out of order, the hosting team will forfeit that game that was played out of order. For example, if Search and Destroy – Strike is the second game and played as the first game, the hosting team will forfeit Search and Destroy – Strike. The first game will need to be played.

Restricted Items: For Search and Destroy, use of any restricted item(s) will result in the loss of the round(s) the item(s) were used in if it affected game play.

Premature Game Ending: Teams that force the game to end prematurely by player(s) switching teams, leaving the game, inviting outside players, and/or the host ending the game may result in the loss of the round and/or game for Search and Destroy.

Equipment: Players may not use a Turbo controller, or a Button Macro controller. Turbo controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press the same button multiple times. Button Macro controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press multiple buttons. The team using the ineligible equipment will forfeit that games of the match it was used on.

IP Flooding (DDoS Attacks): Performing or assisting with a DDoS attack of your opponent will result in immediate disqualification of that team. All players on that team will be permanently banned from A Few Bad Newbies.

Evading a Tournament or Server Site Ban: Any player found evading a severe site ban or one related to Online Competition will be disqualified from this Ladder.

Account Recovering XBL or PC or PSN Accounts: Tournament participants are forbidden to allow others to play in this competition in place of them by sharing XBL or PC or PSN accounts. The offending the team forfeit the entire match. The offending players will be suspended from the site for up to thirty (30) days.

Modified Console/Hacks/Mods: Use of a modified/jail broken console, in game hacks, and/or mods will result in the immediate disqualification of that team. The player(s) using the modified console, hacks, and/or mods will be suspended from A Few Bad Newbies indefinitely. The rest of the team will be suspended for up to ninety (90) days.

Lack of Cooperation: Failing to comply with Support Staff’s directions and/or requests may result in the forfeit of round(s), a map, or the entire match. Verbal or written abuse of a staff member will result in a suspension from A Few Bad Newbies for up to thirty (30) days.

Failure to Report a Match: Any team leader/captain that fails to report their tournament match within ten (10) minutes after the conclusion of their match or upon receiving notification from support staff to do so, may be suspended from the site for up to twenty-four (24) hours.

Warnings: Tournament Officials may issue a Warning for infractions including, but not limited to, the use of profane words or phrases, discussion of controversial religious topics, threats/implied violence, lack of punctuality, and failure to follow tournament staff instructions. All warnings and penalties are given to the team, not the individual player. Teams may also be warned or incur a penalty for repeated warnings in regards to the same rule. Depending on the severity of the action or conduct by a player, multiple warnings may be handed out for a single infraction, up to and including bypassing warnings and resulting in an immediate penalty.

Penalties: After a maximum of three (3) warnings, post-warning penalties, including but not limited to the following, may be enforced: A Game Forfeit, a Match Forfeit, and a Site Ban for a specified duration. Penalties may also be combined with other penalties.

Disqualification: Some infractions may result in warnings and penalties being bypassed with immediate disqualification from the remainder of the Ladder being enforced. Examples of behavior or actions that could result in this are physical acts violence, cheating, collusion/manipulating the bracket, hate speech, and harassment.

RULES – Valorant

Disclaimer: This ladder is not affiliated with or sponsored by Riot Games, Inc. or VALORANT eSports.

  1. The hosting team will create the custom match lobby with the settings listed below in “game settings” section of the rules.
  2. The Challenging team will host if only in the event the Challenged team cannot properly provide a successful “lag free” server for all players to perform on.
  3. Upon lobby creation, the hosting team will invite the opposing players. You can use the Challenges page to find your opponents information, map, match start time, match ID, etc.
  4. Once all players are in the lobby and ready to play (use your match chat to communicate) the hosting team may start the match.
  5. Teams will play until one team accumulates 13 round wins. Report your match outcome using the Report Score page.

Use the following settings to setup your custom match/lobby.

Game Settings

Party Status: Closed
Map: Bind, Haven, Split, Ascent, Icebox
Mode: Standard
Cheats: Off

Match Hosting

The Challenged team will host first. Teams will alternate hosts every round.

Lag

Please note that all lag proof must be gathered and submitted in video form. Screenshots and/or GIFS will not be accepted.

  • In the event of LAG, the player(s) experiencing these network issues must begin to gather video evidence showing LAG affecting the direct outcome of the game. Multiple point of views must be provided to ensure this is not one players personal connection issues.
  • If no other suitable host is available of the Challenged team, the Challenging team will provide the server.
  • All claims of LAG will be handled on a case by case basis, meaning not all outcomes will result in the same outcome.

AFBN reserves the right to change, modify, or adapt all rules as deemed appropriate in order to uphold and maintain a spirit of overall fairness and good sportsmanship

Disconnections

Please note that all disconnection proof must be gathered and submitted in video form. Screenshots and/or GIFS will not be accepted.

  • If a player disconnects from the game other than direct game malfunctions (client crash, servers crash, etc) the match will continue to be played. If the hosting team ends the game opposite the reasons provided previously, they forfeit the map.
  • All disconnection claims will be handled on a case by case basis, meaning not all outcomes will result in the same outcome.

AFBN reserves the right to change, modify, or adapt all rules as deemed appropriate in order to uphold and maintain a spirit of overall fairness and good sportsmanship.

Cheating

Please note that all disconnection proof must be gathered and submitted in video form. Screenshots and/or GIFS will not be accepted.

  • In the event of a cheating/hacking situation, teams MUST submit a Support Ticket, make the situation known and begin to gather and/or provide all proof to competition support.
  • DO NOT LEAVE OR END THE GAME, doing so may result in a forfeit giving the claims are not valid or the proof provided is not sufficient. Continue playing the match out until further instructions are provided by an AFBN Official.

ANY PLAYER(S) found cheating/hacking will result in a PERMANENT site ban from all of our websites.

Adding Your RIOT ID

Upon first launching the game and logging into your Valorant account. At the top left of your screen you will see your RIOT ID. This will be your name along with a hashtag (#), your region, and a number for example.

When adding a player, be sure you’re using the RIOT ID section for their name, and the TAG LINE section of their ID (region abbreviation after hashtag symbol #)

This will need to be placed on your account profile here: https://compete.afbn.me/my-profile

Once you add your RIOT ID, save your account.

RULES – Forza Motorsport 7

Creating A Match

Step 1: Click “create a match”. Once you do that, you will be redirected to your match setup page.

Step 2: Select your match rules (car class type). And your Best of series (how many tracks you play).

Step 3: Choose you hosting region (who’s allowed to play from what region), and select/modify other listed game specific settings as you wish.

Step 4: Click “Create Match”

Step 5: Your match has been created, once another player accepts your match you will be notified.

Game Specific Match Options

The following in-game options can be customized for your racking skill. Please select all options when creating a match to ensure your best racing experience.

Hosting Region: North America, Europe, NA/EU, South America, Global

Race Type: Timed Race

Car Class: S

Steering Allowed: Normal, Simulation

Damage Difficulty: Cosmetic

Collision Mode: Always On

Shifting Allowed: Automatic, Manual, Manual W/Clutch

Braking Allowed: Assisted, ABS On, ABS Off

Steering Allowed: Normal, Simulation

Setting Up Your Match In-Game

Step 1. Create a private lobby with your opponent, you will need to find your opponents gamertag on your match page. When creating the lobby, be sure to select “Create Password Protected Private Match”.

Step 2: Once the private match is created, be sure to set the match up with the challenge options you have selected along with the settings listed below in the “Timed Race” section. Any setting not listed will be left in its default state.

Step 3: Once the lobby is setup and both players are ready, players will ready up and the host will begin the game.

Step 4: Once the game begins, the player with the best lap time over 15:00 minutes will win the match. When the match is over, teams will report if they lost the match.

How To Win

The player with the best lap over 15:00 minutes will in the map/track.

Any setting not listed will be kept in its default state.

Rules

Race Length: 15:00
Max Drivers: 2
Game Type: Timed Race
Track Scenario: Day

Advanced Rules

Car Class: S
Compare Best Lap Scores: Yes

Overrides

Force Off Suggested Line: Yes

S Class Tracks

Le Mans
Road America
Watkins Glen
Silverstone

Proof

We suggest all proof be obtained in by video in the event of a score dispute.

Match Proof

All proof must show all players in the lobby, the ending scoreboard showing the winner, gamer tags, and if applicable date/time stamps.

No Show Proof

Teams have 15 minutes from the scheduled match time to show up for the match. If your opponent is failing to show for the match, please create a 5 minute video of you attempting to add and/or invite your opponent to the game along with the date/time.

RULES – Madden 21

Any setting not listed must be kept in its default state. Altering those not listed may result in a forfeit of your match.

Game Mode: Head-to-Head
Team Type: NFL Teams
Difficulty: All-Pro
Quarter Length: 4 Minutes
Injuries: Off
Fatigue: On
Even Teams: Off
Game Speed: Normal
Weather: Off
Accelerated Clock: Off

  1. The hosting team must ensure that all the settings are correct. If any setting is found to be incorrect, then the hosting team risks forfeiting the match. Video and/or picture proof must be provided to validate these claims.
  2. Any of the current 2020-2021 32 NFL teams can be used.
  3. This ladder layout is Head-To-Head with a default skill level of All-Madden
  4. Ladder matches are best of 1.

    You Can
  • Block field goals and punts
  • Fake field goals and punts
  • Defensive playbooks: Any
  • Offensive Playbooks: Any

    You Cannot
    Uniforms: you may not choose a non-default uniform of the same primary colors as your opponent; home team’s jersey overrules the away team. If you do not leave the match before the 30 seconds when experiencing the same color jerseys, the match will then stand as underway.
    Onside Kicks: are not allowed until the 4th quarter of the game and the player onside kicking must be losing the game and be clear that winning is an option doing so.
    Custom Playbooks: Not allowed

    Pause Timer
    If you are “Kicked for Excessive Griefing” when you are losing a game or the game is tied, you will forfeit the game and be given the loss. If you are kicked when winning a match, the match will be replayed.

    In the event of a Disconnection
    You and your opponent will try to continue the game from the point of disconnection. If the players can agree to what score, quarter, time, and field position the game needs to be continued from; please continue the game from that point.

    If players cannot agree on on the stated above, players must submit a Ticket for Support immediately to have AFBN set the terms of a replay or complete restart. If no proof is provided, AFBN may enforce a full restart pending video proof.

    Lag
    If the game is lagging to where the game is unplayable, players must submit a Ticket for Support first. Do not end the game or leave. Doing so may result in a forfeit for the player who left. Players claiming lag must be able to provide sufficient video proof to validate their claim within their match dispute ticket. If not, the game will stand as played. If you left, you will forfeit the match.

    Proof Requirements
    We recommend that all proof be provided in video form. The clearer your proof the better, please be sure to show the following within your proof when submitting it to tournament live support.
  • Clear visibility of the scoreboard showing teams, score, time, quarter, etc.
  • Gamertags associated within the match.
  • Time/Date stamps to validate prooff.
  • If allowed, place your match ID in game/lobby chat.

    Game Type
    Head-To-Head
  • Normal online exhibition match. Players choose one of the 32 NFL teams
    available. 2020-2021 teams only.

    Skill Level
    All-Pro (Default skill level)

    Rookie & Pro skill levels are not allowed for use. Doing so will be considered incorrect settings
RULES – FIFA 21

Game Rules

  1. Ladder Rules
    1.1. Matchstart & No show
    Each player has 15 minutes to show up to a match after the set match time.

1.2. Results
Both players are responsible to enter correct results on the AFBN website. Therefore both players have to take a screenshot at the end of the match, where we can see the correct result if in the event of a dispute. If you have a conflict in the match, please submit a Ticket for Support, so the staff team can check the case and make a decision. The decision can also mean that the match can be deleted if there is not enough proof for either player to be the clear winner.

1.3. Protests
If a match was incorrectly reported by your opponents, you have 15 minutes to protest the report. Match protests must include media evidence clearly showing the results of the match/series. Players are responsible for providing proof of match results in case of disputes.

1.4. Final Score
The final score of the match is the score after 90 minutes of the match (full match).

  1. Matchmedia
    All match media (screenshots, demos, etc) must be kept for at least 15 days. In general, you should upload the match media from a match to the match page as soon as possible. Faking or manipulating match media is of course forbidden and will result in severe penalties. Match media should be named clearly based on what it is. It is not possible to file a protest or write a support ticket to complain about bad match media naming. However, if an admin is hindered in their work because of bad match media names then it can be punished for.

2.1. Screenshots
You have 24 hours to upload the match media after your match has ended.

If it is not possible to create a Screenshot via “Print Screen key”, you have to use an additional tool. All players are obligated to upload a final screenshot of the result, both players are responsible for it.

  1. Settings
    All players are liable to follow the given settings. Different agreements are not allowed!

3.1. Game Settings
Matches have to be played through the Online Friendlies with the following settings:

Half length: 6 minutes
Controls: Any
Game Speed: Normal
Squad Type: Online

3.2. Programs
Changes on the game graphics or texture using graphics card drivers, other tools for graphic configuration or programs of this art are forbidden. You can use any program, if it has no effect on the game (voice programs, server administration tools). All other programs are forbidden (including cheats or patch to change the scorecenter or add teams).

3.3. Custom Formations
a. All players are obligated to use the predetermined Formations from EA. Using a self created formations is strictly forbidden!
b. Not following this rule will be punished with an immediate forefit. In addition, the match will be deleted if the winner used a custom formations.

3.4 Team Selection
a. The participants are not allowed to play with “Soccer Aid” team.
b. The participants are allowed to play with any other team available in the game.

  1. Match Rules
    4.1. Disconnection
    If a player loses connection, a protest must be open as soon as possible so the staff team can check the case and make a decision.

4.2. Matchstart
To start a match you will need to add your opponent on PSN/XBL/Steam, then invite your opponent via online friend’s list using the correct settings.

4.3. Lag
If you experience lag in your match, record your evidence of the lag, leave your match and submit a Ticket for Support with your evidence. Please note that you must leave the match before any goals or red cards have been awarded.

4.4. Bugs
Using the following bugs is strictly forbidden. If any unmentioned bugs will become used, an Admin will decide if a penalty is needed or not.

4.4.1. Known Bugs
Modifying your team in order to have better capacities for your players (which means grow your player to 99) will be punish with a 1month ban from the league where you used this bug.
For Team-Ladder, the punishment will be given to the team and the player(s).

4.5. Game Account
For competing in FIFA, an Online Account is mandatory. This account has to become entered on your Profile and isn’t allowed to get changed.

4.5.1. Arrangements
Certain arrangements between the teams/players are not allowed. Please note that the AFBN rules were made to guarantee the same advantages/disadvantages for all teams.

4.6. Not Allowed Countries
When you have many problems with a country because the connection, please open a protestticket & upload a proof.

  1. AFBN Ladders
    5.1. Concept
    The AFBN ladders are intended to be a ranking of players based on their skill level and performance over a period of time. The concept of a ladder is based around a skill rating, which is generated by playing matches against players in the ladder.

5.2. Challenging
In a ladder, any participant may challenge any other. The challenge may be refused by the challenged if they choose.

5.3. No Show
If your opponent does not show up after 20 minutes, you must enter submit a Ticket for Support and explain the No Show with proof. Do not enter a default win for yourself.

RULES – Rogue Company

All matches will be played in a Custom Lobby.

Game Mode: Strike Out / Demolition / Extraction
Team Size: 4v4
Best of 3: Win 2 / 3 Maps to Win Match

Step 1: Hosting player invites their opponent to their lobby.
Step 2: Ensuring the Rogue IDs are correct and everyone is ready to play, the Challenged / hosting team starts the match on the appropriate game mode as well as map chosen by the Challenged / host. The Challenging team chooses which team they begin on.
Step 3: Play your match!
Step 4: Capture video proof to present as proof of winning your match. Without valid win proof you may not receive the win for the match

The Challenged team is default first host.

The non-hosting team of the map gets to choose which team they begin on, and the next two maps.

Teams will alternate host (back and forth) after every completed round.

No Show

  1. Teams have 10 minutes from the scheduled match start time to join/host the match. Failure to do so could result in a forfeit. Teams have 5 minutes in between maps to join/invite.
  2. If your opponent has not joined/invited within the allotted 10 minutes, you must submit video proof of at least 5 minutes of the 10 minutes you spent waiting for them to join/invite. This means we need video proof from 5 minutes after the match start time until 10 minutes after the match start time.
  3. Please include attempts to invite/join in this video proof. Timestamps (evidence of current time in the video) are required to authenticate the proof of the no show.
  4. In the event of a match that needs to have more than one game played, you will need to record a 5-minute video for each individual game. If your opponents forfeit map 1, you are still required to play map two or provide video proof from 10 minutes after the match start time until 20 minutes after the match start time to show that they also forfeited map two.
  5. The best proof overall is considered to be full live stream video from your channel.

Lag / Disconnections
If there is a lag issue, you must leave the game at the start of the next round (within 15 seconds) and ask your opponent to switch host. If they refuse to switch, show them proof of your inability to connect or lag. If for any reason after seeing your valid proof the opponent does not want to switch hosts, please provide as much proof as possible in your Ticket for Support of the lag and your opponent refusing to switch host.

If the lag affected the outcome of the round, it is the admin’s discretion if the map is to be forfeit or cancelled. Maps played out in full will be counted.

Proof of lag from more than one member’s perspective must be submitted so long as the match is larger than a 1v1 to ensure it is the host’s connection and not the individual player’s connection.

If there is a lag issue, you must leave the game at the start of the next round (within 15 seconds) and ask your opponent to switch hosts. If for any reason the opponent does not want to switch hosts, request an admin in your match chat. If the lag affected the outcome of the round, it is the admin’s discretion if the round is to be replayed. Any rounds played up until leaving the match will be counted except for the last round.

Players/Teams leaving to intentionally reset the “economy” in the match will be forfeited at the admin’s discretion.

Glitches
Utilizing any in-game exploit/bug that would give you an advantage is not allowed and will be considered a forfeit at the admin’s discretion based on the proof provided.

AFBN is not liable to members that cannot make it to their match on time for ANY reason. It is the sole responsibility of each member to play their match on time. Issues include, but are not limited to; issues with game updates, server outages, network connection, power outages, online subscription deactivation, or emergencies.

RULES – VR Echo Arena

Oculus – Echo Arena – Private Match 1v1, 2v2, 3v3, 4v4 RULES

How do you Private Match?
The center area in the lobby is the matchmaking station which consists of 10 matchmaking kiosks. These allow you to enter the queue to match with other players. In addition, this is where you’ll find spectator and custom match options. But first, you must add your opponent(s) using your Oculus.


How do you Add Oculus Friends?

  1. To bring up your bottom toolbar, press the Oculus button.
  2. Tap from the bottom menu and then tap Add Friend.
  3. Search by username or first and last name to add them.
  4. Click the “Party” tab in Oculus Home, select who you want to invite to the party, and you proceed to the matchmaking station to set up / start your match.

ALL MATCHES ARE A RACE TO 3. Winner of the race, wins the match.

NO TIME LIMIT.

ROUND POINT LIMIT 20

All other settings are to be left default.

Regions & Participation Requirements
The Ladder is separated into six regions.

Teams must consist entirely of players from one region, and must also compete in that region. Mixed teams are not allowed.

Within a region, a player is only allowed to participate if their ping, as displayed on the scoreboard, is consistently below the ping cap:
North America = 150
Canada = 150
Oceania/Asia = 250
Czech Republic = 250
Philippines = 250

Ping Cap Details
If, during a match, a player’s ping is continually higher than the ping cap for their region, they must be replaced with another player (a rostered substitute) whose ping is acceptable.

If a player has to be replaced during a match due to a violation of the Ping Cap rule, the team needing a replacement must use their “VR Timeout” (see Technical Issues & Timeouts below). The timeout, in this instance, may be extended up to 15 minutes. The 15 minutes begins when the decision is made to look for a replacement. If the allotted 15 minutes passes without a replacement player having joined the match, play must resume 3v4 or the offending team forfeits one round. If another 15 minutes passes without play resuming, the offending team forfeits two rounds.

Matches Format
Once a match begins, it must be completed in one session. The maximum amount of time between rounds for a timeout is 5 minutes, unless one team is searching for a substitute because of the ping cap rule, in which case the timeout can be extended up to 15 minutes. If the time between rounds is delayed beyond the allotted time, the offending team will forfeit one round.

ALL MATCHES ARE A RACE TO 3. Winner of the race, wins the match.


Matches are to be played 1v1, 2v2, 3v3 or 4v4, respectively.

Scoring System
Teams enter the score themselves. Both teams need to submit the score for the match to be accepted.

The website requires users to enter the score for each round individually.

If one team wins the first two rounds, that team has won and no third round is required.

If one team gains a 10 point advantage over their opponent in a round, a mercy rule applies and the round ends with the score at that point.

In the case of a forfeit, record a result of 3-0.

Match Forfeits
Teams have a 15-minute buffer from the scheduled match start time to be in the arena with their team members and ready to start the match. However, teams should do their best to start their matches on time.

Once the 15-minute buffer has elapsed, the team that is responsible for the delay forfeits the first round.

If a further 15 minutes elapses without match commencement, the offending team is officially declared a ‘no-show’ and a score of 3-0 will be awarded to their opponent.

Technical Issues & Timeouts
Teams are responsible for all of their own technical issues. This includes, but is not limited to, hardware, software and internet problems.

After each round, either team may request a timeout of up to 5 minutes.

In case of technical issues:
Players can press the restart button after the next goal for a “tech timeout.” If the restart button is pressed after the launch timer has reached 0 and the players have launched, play will continue until the next conceded goal or until 45 seconds have elapsed (whichever comes first).

A restart can only be requested once per team, per match. In case of further issues the players must decide to either continue the round with the players they have left or forfeit the round.

The round continues if the issues aren’t resolved within 5 minutes.

The round will be continued following these steps
Set the time to what the timer showed at the time the restart was requested. If a restart was requested after a goal, but before the launch tube doors open for the next bout of play, the timer should be set to the time the doors would have opened; not to the time the goal was scored.

Set the disc position to the team that was last scored on or the team that had possession after 45 seconds passed.

Start the round and continue normally.

If a player dropped but is able to rejoin the match they can do so at any time.

If a player is found to be in violation of the Ping Cap rule, that player must leave the game and their team must search for a substitute. This counts as that team’s “VR Timeout”, but the length of the timeout may be extended up to 15 minutes.

Teams & Players
Players are not allowed to play under more than one account, and must not have more than one account registered with AFBN.

Players and teams must play using their registered AFBN name. Do not hide your identity under another alias.

Player names, player logos, team names or team logos are forbidden if they:
Are protected by copyrights/royalties/third-party rights and the user has no written permission;
Resemble or are identical to a brand/trademark, whether it’s registered or not;
Resemble or are identical to a real person other than themselves;
Resemble or are identical to a AFBN representative (excluding the AFBN representatives themselves using the name);
Are deemed too hard to read, distinguish, interpret or have multiple unnecessary characters;
Are nonsense.

In addition to the above, any player names, player logos, team names or team logos that are defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or offending against good manners are forbidden. Using alternative spelling or gibberish in order to avoid the requirements mentioned above, is also prohibited.

The Ladder Moderators reserve the right to suspend or ban any non complying player or team.

The maximum number of players per team is 20.

Only rostered players on the team can substitute another for that team.

Team rosters, on the website, cannot change during a match.

Cheating, Exploits & Breaches
Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators. League Moderators, with support from League Administrators, have complete discretion on penalties imposed for violations.

Examples of penalties are: round forfeit, match forfeit, player suspension or team suspension.

Cheating” is intended to include the intentional or reckless manipulation of the game or its code in such a way as to confer an unfair advantage on one side or the other.

Exploit” is intended to include the intentional or reckless triggering of code, attribute or in-game function that is otherwise not envisaged as a legitimate feature of the game by Ready At Dawn.

Non-exhaustive examples include:
Any action, not considered a legitimate mechanic, that moves the player faster than their intended top speeds;
Going outside of map boundaries;
Clipping inside solid objects/floors (using room-scale or not);
Use of a VPN or any other network manipulation;
Any other imaginative cheats.

Any use of the spectate function by participants during official matches, either directly or indirectly, to obtain an advantage of any kind is classified as cheating.

Any use of external media streaming (stream sniping) which pertains to the circumstances, content or any facts arising from the match is classified as cheating.

Decisions & Sanctions
Contravention of any of the foregoing rules shall be sanctionable on review by AFBN Ladder Moderators.

League Moderators reserve the right to:
Void or change scores for any match or challenge after it has been played;
Enact disciplinary procedures for any alleged or perceived player misconduct;
Draft, edit, publish and interpret the rules of the League;
Settle disputes and issue rulings.

RULES – Call of Duty Black Ops: Cold War

Hardpoint Settings & Maps

Before starting the match, check to make sure the “Bots and Player Lobby Settings” are correct.

Selecting the in-game CDL option does not always adjust these settings correctly.

Use the in-game CDL Hardpoint game settings when setting up a custom lobby.

Bots & Players > Lobby Settings

Team Change In-Game – Disabled/Enabled (players caught changing teams in-game in a malicious manner will forfeit the match with no refund if applicable. Video proof is needed for all claims.)
Codcasting: Enabled
3rd Person Spectating: Disabled
Dynamic Map Elements: Enabled
Battlechatter: Disabled
Announcer: Enabled
Best Play: Enabled
3rd Person Gestures: Disabled
Gesture Camera Control: Disabled

Hardpoint Maps

Crossroads Strike
Checkmate
Garrison
Moscow

Control Settings & Maps

Before starting the match, check to make sure the “Bots and Player Lobby Settings” are correct. Selecting the in-game CDL option does not always adjust these settings correctly.
Use the in-game CDL Control game settings when setting up a custom lobby.
For challenge options requiring the user of manual settings, keep in mind for SNIPERS ONLY health is to be set to 30 not the default 150.

Bots & Players > Lobby Settings

Team Change In-Game – Disabled/Enabled (players caught changing teams in-game in a malicious manner will forfeit the match with no refund if applicable. Video proof is needed for all claims.)
Codcasting: Enabled
3rd Person Spectating: Disabled
Dynamic Map Elements: Enabled
Battlechatter: Disabled
Announcer: Enabled
Best Play: Enabled
3rd Person Gestures: Disabled
Gesture Camera Control: Disabled

Control Maps

Checkmate
Garrison
Moscow

Restrictions

– All claims of restricted items will need to be provided in video form to UMG tournament live support. Keep in mind the “Best Play” kill-cam will not be accepted as valid proof.

– Claims for teams breaking the 2 smoke limit in 3v3/4v4 matches will need to be provided in video form. Players may use the in-game theatre system to obtain proof of these claims. Outcomes will vary by case and all rulings made by UMG officials are final.

– Lawbreaker Wildcard This wildcard is allowed for the “perk” slot feature only. Using two primary weapons is not allowed. Doing so will result in a forfeit, all claims must be submitted in video form.

PRIMARY WEAPONS
All LMGs
All Tactical Rifles

SECONDARY WEAPONS
All Shotguns
All Launchers
M79

ATTACHMENTS
Dual Wield
SOF Target Designator
Mounted Flashlight
Tiger Team Spotlight
Ember Sighting Point
All Thermal Sights

WEAPON PERKS
None

SCORESTREAKS
All Restricted

PERK 1

Paranoia

PERK 2

Quartermaster Tracker Gearhead

PERK 3

Spy-craft

LETHALS

C4
Tomahawk

TACTICALS

Stimshot
Decoy
3v3 | 4v4 Only (Teams are limited to 2 SMOKES per team)

FIELD UPGRADES

Proximity Mine
Field Mic
SAM Turret
Jammer
Gas Mine

WILDCARDS

Lawbreaker Wildcard – This wildcard is allowed for the “perk” slot feature only.
Danger Close
Perk Greed

ADDITIONAL INFORMATION

Generic matches are 4v4, regardless of Game Mode. If in the event BOTH teams agree, then BOTH teams may play with lesser players equivalent to one another. In other words, if both teams agree then both teams may play a 2v2, 3v3, or 4v4. There is no need to issue a new challenge.

RULES – NBA 2K21

Match Details

Game Mode: Private match
Game Style: Pro
Quarter Length: 5 minutes
Fatigue: On
Controls: All
Game Speed: Normal
Teams: All-Star, All-Time & History teams are forbidden
Challenged Players will always be the HOME team while the Challenging player will always be the AWAY team.

Pause Timer
If a player/team’s pause timer runs out, that player/team will forfeit the game.

When a player is shooting a free throw, the defensive player cannot pause the game until their team gets the rebound off of the free throw.

Game Preparations
Solve any problems that may occur before a match begins. In the event of problems during games, players should always take and upload screenshots. In the captures, it must be possible to identify both players before the game, the final result and any questionable situation.

No Show
If a participant is not ready to play 10 minutes after the scheduled game time, a ticket must be submitted to report him/her. If your opponent is not available to play when your match is fixed, you should report him/her as not presented.

Disconnections
In the event that a player goes offline during a game, that player will receive a default loss. Participants can also choose to leave a game if they wish. Abandonment will be counted as loss of the match. AFBN is not responsible for any connection or hardware problems that players may have while participating in the ladder.

Game Rooms
The challenged will be the host. The host player will be responsible for setting up the game room with the correct settings and inviting the opposing player. The host player will also play as the home team in the match. Players should always take a screenshot to provide evidence of player names, team selections and also give an indication of when the game started.

Application of Rules
Rules are a guide and administrators’ decisions may differ from them depending on the circumstances. AFBN administration may change these rules at any time without notice.

Communication and Support
AFBN.Contact@gmail.com; but only if our Support Ticket system fails you. Users spamming this email, or arguing decisions ruled..etc., will be site banned.

Protests
The player has 5 minutes to dispute incorrect information about the match. Match protests must include game evidence that clearly shows the match results. Players are responsible for providing evidence of match results in the event of a Support Ticket.

Confidentiality
Conversations, whether verbal or written, between organizers, administrators or referees, and participants are confidential. Publicly posting or sharing these conversations with third parties is strictly prohibited, unless AFBN permission is obtained.

Player Conduct

Competitive integrity
Players are expected to conduct themselves as well as possible at all times. Players must behave in a competitive manner, maintaining a courteous and friendly demeanor towards competitors and other players in the ladder. Players who engage in unfair, unsportsmanlike, inappropriate, annoying, harassing, threatening conduct, or who violate any rule, gain an unfair advantage by participating in the tournament, or obtain winner status using fraudulent means will be disqualified. Inappropriate conduct may include, but is not limited to, cheating, hacking, bugging, impersonation, and intentional disconnection. Players are expected to show good sportsmanship and fair play. Any unsportsmanlike conduct or toxic behavior will be dealt with with a heavy hand during the all times of this ladder. Players must play to the best of their ability at all times. The administration maintains the exclusive judgment of the violations of these rules, will interpret them and resolve any dispute, conflicting claim or ambiguity at its sole discretion. Your decisions will be final.

Language
In all languages, players cannot use obscene gestures, profanity, and/or racist comments in game chat, game room, or interviews. This includes abbreviations and/or indirect references. Tournament administrators reserve the right to enforce this at their own discretion. These rules also apply to Discord forums, emails, personal messages, and channels.

Disputes
Any general dispute that a person may have with the current operation of the ladder should be addressed first by submitting a Ticket for Support. Failure to follow the proper dispute procedure will result in denial of the dispute and the possibility of additional penalties.

Betting
Bets during any AFBN sanctioned event (by a player, team or on behalf of anyone associated with the team) are not allowed. This includes trying to intentionally alter the game by losing or trying to affect the results. Participants will be disqualified from the ladder and will receive a 1 year ban.

Software or Hardware
Use any software or hardware to gain benefits that would not otherwise be available in the game. Examples include, but are not limited to: any form of scripting, color patterns, texture changes, and sound changes.

Disqualification
AFBN reserves the right to disqualify players. Any player found using a known exploit will lose the match at the time the first exploit occurs. If the player is found to be using another known exploit a second time, and it is determined that it was done on purpose, they will be removed from the event and excluded from any future use of any of our websites.

Match Files
All media files of the match must be kept for at least 14 days. Falsifying or manipulating such files is prohibited and will result in severe penalties. Files should be clearly named based on what they refer to.

Defining match files
Match files are all files uploaded, including but not limited to: screenshots, recordings, models, and videos. The screenshots should always be taken from any contentious situation, and should always include end results and any disconnections.

Personal broadcast
Personal broadcasting is allowed! And encouraged.

RULES – PUBG & PUBG MOBILE

(“PUBG & PUBG MOBILE AFBN RULES”)

THE BASIC GIST OF SEASONAL TEAM PLAY

  1. Two (2) teams of 4 rostered players representing each competing team, all join the same custom game lobby using the settings listed below. Captains can agree on a lower player count, example being 1v1 or 2v2 etc.., however if no agreement is met then the match will continue 4 versus however many players are present, even if it’s just one.
  2. Once match begins, opposing players are to mute one another.
  3. Both Teams must not jump at the same time. Challenging team jumps at the very beginning of Plane Drop. Challenged team jumps near, or at the end.
  4. The two teams of four will compete to see which team dominates the other. If in the event there is no clear victor, the team with more players remaining is the winner. If in the event of a tie, you will restart that game.
  5. Each match will be a race to three (3) games. This means, the first team to have three (3) accumulated game wins… Wins the match.

THE BASIC GIST OF SEASONAL SOLO PLAY

  1. Two (2) teams of one 1 rostered player representing each competing team, both join the same public game lobby.
  2. Both players must not jump at the same time. Challenging player jumps at the very beginning of Plane Drop. Challenged player jumps near, or at the end.
  3. Alternating this example, the two teams of two will compete for MOST KILLS and BEST PLACEMENT which creates an overall number and clear victor when using the points breakdown listed below.
  4. Killing Your Matched Opponent is Instant Victory for that one game, regardless of points achieved.
  5. Each match will be a race to three (3) games. This means, the first individual to have three (3) accumulated game wins… Wins the match.

THE BASIC GIST OF TOURNAMENT TEAM PLAY

  1. Two (2) rostered players representing each competing team, all join the same public lobby.
  2. Once match begins, opposing players are to mute one another.
  3. The challenging team will jump first when the airplane allows them to drop. Then the challenged team will drop towards the end of the ride.
  4. Alternating this example, the two teams of two will compete for MOST KILLS and BEST PLACEMENT which creates an overall number and clear victor when using the points breakdown listed below.
  5. Each match will be a race to three (3) games. This means, the first team to acquire MOST KILLS and BEST PLACEMENT three times.. Wins the match.

THE DETAILED BREAKDOWN

Game Preparations
Solve any problems that may occur before a match begins. In the event of problems during games, players should always take and upload screenshots. In the captures, it must be possible to identify both players before the game, the final result and any questionable situation.

No Show
If a participant is not ready to play 10 minutes after the scheduled game time, a ticket must be submitted to report him/her. If your opponent is not available to play when your match is fixed, you should report him/her as not presented.

Disconnections
In the event that a player goes offline during a game, that player will receive a default loss. Participants can also choose to leave a game if they wish. Abandonment will be counted as loss of the match. AFBN is not responsible for any connection or hardware problems that players may have while participating in the ladder.

Game Rooms
The challenged will be the host. The host player will be responsible for setting up the game room with the correct settings and inviting the opposing player. The host player will also play as the home team in the match. Players should always take a screenshot to provide evidence of player names, team selections and also give an indication of when the game started.

Application of Rules
Rules are a guide and administrators’ decisions may differ from them depending on the circumstances. AFBN administration may change these rules at any time without notice.

Communication and Support
AFBN.Contact@gmail.com; but only if our Support Ticket system fails you. Users spamming this email, or arguing decisions ruled..etc., will be site banned.

Protests
The player has 5 minutes to dispute incorrect information about the match. Match protests must include game evidence that clearly shows the match results. Players are responsible for providing evidence of match results in the event of a Support Ticket.

Confidentiality
Conversations, whether verbal or written, between organizers, administrators or referees, and participants are confidential. Publicly posting or sharing these conversations with third parties is strictly prohibited, unless AFBN permission is obtained.

Player Conduct

Competitive integrity
Players are expected to conduct themselves as well as possible at all times. Players must behave in a competitive manner, maintaining a courteous and friendly demeanor towards competitors and other players in the ladder. Players who engage in unfair, unsportsmanlike, inappropriate, annoying, harassing, threatening conduct, or who violate any rule, gain an unfair advantage by participating in the tournament, or obtain winner status using fraudulent means will be disqualified. Inappropriate conduct may include, but is not limited to, cheating, hacking, bugging, impersonation, and intentional disconnection. Players are expected to show good sportsmanship and fair play. Any unsportsmanlike conduct or toxic behavior will be dealt with with a heavy hand during the all times of this ladder. Players must play to the best of their ability at all times. The administration maintains the exclusive judgment of the violations of these rules, will interpret them and resolve any dispute, conflicting claim or ambiguity at its sole discretion. Your decisions will be final.

Language
In all languages, players cannot use obscene gestures, profanity, and/or racist comments in game chat, game room, or interviews. This includes abbreviations and/or indirect references. Tournament administrators reserve the right to enforce this at their own discretion. These rules also apply to Discord forums, emails, personal messages, and channels.

Disputes
Any general dispute that a person may have with the current operation of the ladder should be addressed first by submitting a Ticket for Support. Failure to follow the proper dispute procedure will result in denial of the dispute and the possibility of additional penalties.

Betting
Bets during any AFBN sanctioned event (by a player, team or on behalf of anyone associated with the team) are not allowed. This includes trying to intentionally alter the game by losing or trying to affect the results. Participants will be disqualified from the ladder and will receive a 1 year ban.

Software or Hardware
Use any software or hardware to gain benefits that would not otherwise be available in the game are strictly prohibited. Examples include, but are not limited to: any form of scripting, color patterns, texture changes, and sound changes.

Disqualification
AFBN and its Officials reserves the right to disqualify players. Any player found using a known exploit will lose the match at the time the first exploit occurs. If the player is found to be using another known exploit a second time, and it is determined that it was done on purpose, they will be removed from the event and excluded from any future use of any of our websites.

Match Files
All media files of the match must be kept for at least 14 days. Falsifying or manipulating such files is prohibited and will result in severe penalties. Files should be clearly named based on what they refer to.

Defining match files
Match files are all files uploaded, including but not limited to: screenshots, recordings, models, and videos. The screenshots should always be taken from any contentious situation, and should always include end results and any disconnections.

Personal broadcast
Personal broadcasting is allowed! And encouraged.

In-Game Settings

Every Match in the Competition will use eSports Mode with the following Match Settings. All settings shall remain default unless explicitly stated below. AFBN Officials reserves the right to make changes to In-Game Settings for any reason at any time. AFBN Officials may make temporary adjustments to In-Game Settings in order to help mitigate the impact of any in-game bug.

  • 2.1. Basic
    • 2.1.1. Game Settings
      • Map: Erangel Classic, Miramar or Sanhok
      • Players: 64
      • Team Members: 4
  • 2.2. Rules
    • 2.2.1. Weather
      • Weather: Sunny
  • 2.3. Erangel Classic Settings
    • 2.3.1. Erangel Classic Settings: Blue Zone
Circle NumberDelayWaitMoveDPSShrinkSpreadLand Ratio
1901802700.60.40.50
20901200.80.550.560
306012010.60.560
406015030.60.561
505012050.650.560
605012080.650.560
705090100.650.560
805060140.70.561
9010160180.001100
  • 2.3.2. Erangel Classic Settings: Item Spawns
    • Item Spawn Type: Adjustable Ratio & Adjustable Total Number
    • Spawn Rate Multiplier: 1.8x
  • 2.3.3. Erangel Classic Settings: Ammunitions
    • Ammunitions: 1x
      • Bolts: 0x
      • Flares: 0x
  • 2.3.4. Erangel Classic Settings: Weapons
    • Sniper Rifles: 1.5x
    • DMRs: 2x
    • Assault Rifles: 1.4x
    • Hunting Rifles: 0x
    • LMGs: 0.4x
    • SMGs: 1.8x
    • Shotguns: 0.9x
    • Handguns: 0.4x
    • Throwables: 1.3x
      • Stun Grenade: 1.2x
      • Frag Grenade: 0.7x
      • Molotov Cocktail: 1.1x
      • Smoke Grenade: 1x
    • Melee Weapons: 1.7x
    • Crossbow: 0x
    • Flare Gun: 0x
  • 2.3.5. Erangel Classic Settings: ETC
    • Magazine Attachments: 0.5x
    • Muzzle Attachment: 0.7x
    • Foregrip Attachment: 1.2x
    • Stock Attachments: 1.5x
      • Quiver (Crossbow): 0x
  • 2.3.6. Erangel Classic Settings: Consumables
    • Boost Items: 0.9x
    • Gas Can: 0.3x
  • 2.3.7. Erangel Classic Settings: Equipment
    • Backpack: 0.6x
    • Helmet: 0.8x
    • Armored Vest: 0.8x
    • *Note: Helmet (Lv.3) can only be found in care packages.
  • 2.3.8. Erangel Classic Settings: Clothing
    • Clothing: 0x
  • 2.3.9. Erangel Classic Settings: Land Vehicles
    • Motorbike w/ Sidecar: 0x
  • 2.4. Miramar Settings
    • 2.4.1. Miramar Settings: Blue Zone
Circle NumberDelayWaitMoveDPSShrinkSpreadLand Ratio
1901802700.60.40.50
20901200.80.550.560
306012010.60.560
406015030.60.561
505012050.650.560
605012080.650.560
705090100.650.560
805060140.70.561
9010160180.001100
  • 2.4.2. Miramar Settings: Item Spawns
    • Item Spawn Type: Adjustable Ratio & Adjustable Total Number
    • Spawn Rate Multiplier: 1.8x
  • 2.4.3. Miramar Settings: Ammunitions
    • Ammunitions: 1.1x
      • Bolt: 0x
      • Flare: 0x
  • 2.4.4. Miramar Settings: Weapons
    • Sniper Rifles: 3x
    • DMRs: 3x
    • Assault Rifles: 1.6x
    • Hunting Rifles: 0.8x
    • LMGs: 0.8x
    • SMGs: 1.7x
    • Shotguns: 0.9x
    • Handguns: 0.3x
    • Throwables: 1x
      • Stun Grenade: 1.2x
      • Frag Grenade: 0.5x
      • Molotov Cocktail: 1.2x
      • Smoke Grenade: 1x
    • Melee: 1.7x
    • Crossbow: 0x
    • Flaregun: 0x
  • 2.4.5. Miramar Settings: ETC
    • Sight Attachments: 1.1x
    • Magazine Attachments: 1.1x
    • Muzzle Attachments: 0.6x
    • Foregrip Attachments: 1.2x
    • Stock Attachments: 1x
      • Quiver (Crossbow): 0x
  • 2.4.6. Miramar Settings: Consumables
    • Gas Can: 0.3x
  • 2.4.7. Miramar Settings: Equipment
    • Backpack: 0.8x
    • Helmet: 0.9x
    • Armored Vest: 0.8x
    • *Note: Helmet (Lv.3) can only be found in care packages.
  • 2.4.8. Miramar Settings: Clothing
    • Clothing: 0x
  • 2.4.9. Miramar Settings: Land Vehicles
    • Motorbike w/ Sidecar: 0x
  • 2.4. Sanhok Settings
    • 2.4.1. Sanhok Settings: Blue Zone
Circle NumberDelayWaitMoveDPSShrinkSpreadLand Ratio
1901802700.60.40.50
20901200.80.550.560
306012010.60.560
406015030.60.561
505012050.650.560
605012080.650.560
705090100.650.560
805060140.70.561
9010160180.001100
  • 2.4.2. Sanhok Settings: Item Spawns
    • Item Spawn Type: Adjustable Ratio & Adjustable Total Number
    • Spawn Rate Multiplier: 1x
  • 2.4.3. Sanhok Settings: Ammunitions
    • Ammunitions: 1x
      • Bolt: 0x
      • Flare: 0x
  • 2.4.4. Sanhok Settings: Weapons
    • Sniper Rifles: 3x
    • DMRs: 2x
    • Assault Rifles: 1.5x
    • Crossbow: 0x
    • Flaregun: 0x
  • 2.4.5. Sanhok Settings: ETC
    • Stock Attachments: 1x
      • Quiver (Crossbow): 0x
  • 2.4.6. Sanhok Settings: Consumables
    • Gas Can: 0x
  • 2.4.7. Sanhok Settings: Clothing
    • Clothing: 0x
  • 2.4.8. Sanhok Settings: Land Vehicles
    • Motorbike w/ Sidecar: 0x

In-Game Tournament Scoring

Every Match in each Competition will award Points in accordance with the following scoring system.

  • 3.1. Kill Points: Kill Points are awarded to players/teams based on the number of Kills the individual/team accumulates during each Match. A player/team will earn one (1) Kill Point per Kill.
  • 3.2. Ranking Points: Ranking Points are awarded to individuals/teams based on their finishing position at the end of each Match. Teams will accumulate Ranking Points based on the following matrix.
PLACEMENTPOINTS
115
212
310
48
56
64
72
81
91
101
110
120
130
140
Each Kill grants the Killing Team 1 point.
Additional Input by Admin

Everyone talks smack, it’s Online Gaming. We get it! But, the use of Racial Slurs or Hate Speech or anything of the like will result in first a WARNING, and then an immediate IP Ban from our Ladder if it continues. Keep that sh*t away from us. But most importantly, let’s all have fun! And kick butt while we do it!!

Contact Us

Please fill out the form below to contact us.
Please enter your First Name...
Please enter your Email here.
Please let us know where you're from...

Please select which best describes your reason for contacting us...
Please enter your message here...






Click Here to go Back to Top.







© A Few Bad Newbies
Clan & Gaming Community  |  One Stop Shop  |  Streaming Network