BLAST LATAM Rulebook

Version: 2024 01.0
● Last Updated: 16/03/2024

Contents
1. Introduction
2. BLAST R6 LATAM Rulebook
3. BLAST R6 Global Rulebook
4. Code of Conduct
5. BLAST R6 LATAM
5.1 Components and Structure
5.2 Levels of Competition
5.3 Transfer Windows
5.4 Residency and Teams
5.5 Duration and Stages
5.6 Points of Contact
5.7 Documentation and Validation
5.8 Promotional Activities Obligations
5.9 Player Camera Obligations
5.10 Communications
5.10.1 Email5.10.2 Discord
5.11 Match Process
5.12 Online Process
5.12.1 LATAM Open and Closed Qualifiers
5.12.2 Online Versions
1.1.1 Server Selection
1.2 Technical Issue & Rehost
1.2.1 Technical Pause
1.2.2 Rehost Conditions
Preparation Phase
Action Phase
1.2.3 Rehost Process & Continuation
1.3 Tiebreaker Procedure
1.4 Unintended Mechanics
1.4.1.1 Currently Known Unintended Mechanics
1.4.1.2 Interim Bans
1.4.2 Team Communications
1.4.2.1 Online and Offline Communications
1.5 Required Software
1.5.1 Anti-Cheat
1.6 Payment Process
1.7 Designated Payment Activity
2. BLAST R6 LATAM League
2.1 Residency and Teams
2.2 Program Structure

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Phase 1
Phase 2: Deciders
2.3 Match Format
Phase 2
3. LATAM Open
3.1 Residency and Teams
3.2 Program Structure
3.2.1 Phase 1
3.2.2 Phase 2: Qualifiers Playoffs
3.3 Match Format
Phase 2: Swiss
3.4 Prizing
3.5 Schedule
4. MAJOR LATAM Last Chance Qualifier
Match Format
5. Prohibited Software, Applications & Services
6. Copyright
7. Annex
Rainbow Six Siege & Global Circuit BLAST R6 Global Rulebook

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1. Introduction
The following documentation is intended to establish rules and maintain the highest level of competitive
Rainbow Six Esports in LATAM.
In all cases, the rules outlined in this document, the BLAST R6 LATAM Rulebook and the BLAST R6 Global
Rulebook are to be followed by participants in the LATAM Competitive R6 ecosystem, at any level.
Participants who fail to adhere to these rules may be penalized with financial or administrative sanctions up
to and including fines, permanent eligibility restrictions, and removal from current or future participation.

2. BLAST R6 LATAM Rulebook
The BLAST R6 LATAM Rulebook is dedicated to governing the activity within the BLAST R6 LATAM and its
subsidiary components LATAM League and LATAM Open. The BLAST R6 LATAM circuit is the premier
Rainbow Six (R6) esports program in LATAM and is operated by Ubisoft and BLAST (collectively known as
The Organizer).

3. BLAST R6 Global Rulebook
The BLAST R6 is governed by the BLAST R6 Global Rulebook. The BLAST R6 Global Rulebook outlines theprimary rules and governance of all levels of the BLAST R6, including the BLAST R6 LATAM circuit. The
rules outlined in the BLAST R6 LATAM Rulebook are not intended to be stand-alone, rather, used tosupplement the BLAST R6 Global Rulebook to create a full ruleset for the Blast Rainbow Six LATAM. In allcases, the BLAST R6 Global Rulebook is the standard operational ruleset with the BLAST R6 LATAM
Rulebook outlining additional or specific details and governance within BLAST R6LATAM.
In the event the BLAST R6 rulebook and BLAST R6 Global Rulebook state conflicting rules, the Global
Rulebook will be the governing document by default.
Location of the BLAST R6 Global Rulebook

4. Code of Conduct
The Ubisoft Code of Conduct sets forth the acceptable and expected behavior in and outside the game aswell at all levels of the BLAST R6. As it pertains to the BLAST R6, the Ubisoft Code of Conduct applies to all
Organizations, Teams, Talent, Players, and Staff.
Location of the Ubisoft Code of Conduct

5. BLAST R6 LATAMBLAST R6 LATAM is the premier R6 esports program in LATAM. It encompasses multiple levels ofcompetition and includes only LATAM, as defined in the Global Rulebook.

5.1 Components and Structure
BLAST R6 LATAM is made of three parts.
● The LATAM Qualifiers● The LATAM League● The LATAM League Playoffs

5.2 Levels of Competition
In the BLAST R6 Global ecosystem, there exists two main levels of competition: Regional and Local. In
relation to BLAST R6 LATAM ecosystem, the LATAM League is a regional competition, the LATAM Qualifiers
is a Local competition. Please refer to the BLAST R6 Global Rulebook for further elaboration.

5.3 Transfer Windows
Player/Coach transfer rules and windows will follow the procedure and calendar detailed in the BLAST R6
Global Rulebook.

5.4 Residency and TeamsAll Players of the Team must reside in LATAM as defined in the Global Rulebook. The Organizer may, at any
time, request proof and or verification of Residency or Age for any Player or member of the submitted Team.
Failure to provide proof may lead to punishment.

5.5 Duration and Stages
BLAST R6 LATAM operates within the BLAST R6 framework of Stages:
StageTime Period

Stage 01

From March to May

Stage 02

From August to October

5.6 Points of Contact
In addition to Team Roster details, all Teams in the LATAM League will provide the following contacts,
including full names, email address, and Discord ID:●●●

License Holder
Point of Contact for the Team if not the License Holder
Point of Contact for Map Vetoes and any match or in-game topics

5.7 Documentation and Validation
Unless otherwise communicated, all documentation, including but not limited to: NDAs, Player Uplay IDs,
Points of Contact, age and residency verification for the entire roster, signed Acknowledgement Letter, or any
other requested items are to be provided within seventy-two (72) hours of a Qualifying Event (QE).
Qualifying Events● Qualifying to LATAM League

5.8 Promotional Activities Obligations
Teams, Players and Coaches are required to attend and fulfill Promotional Activities as laid out in the Global
Rulebook. These activities may include but are not limited to: Media Day content, Pre-Match Interviews and PostMatch Interviews.
Failure by a Player, Coach or Team to participate or attend in reasonable Promotional/Media Activities will resultin a monetary penalty applied to the team through a prize pool deduction of 5% Prize Winnings per Promotional
Activity missed by an individual player up to a maximum limit of 20%.

5.9 Player Camera Obligations
Teams, Players and Coaches are required to fulfill Media Activities as laid out in the Global Rulebook. These
activities include display of a Player/Team Camera during matches.
Failure by a Player, Coach or Team to participate or provide Player/Team Camera POVs will result in an initialwarning, followed by a monetary penalty applied to the team through a prize pool deduction of 5% Prize Winnings
per Promotional Activity missed by an individual player per instance.

5.10 Communications
All communications, written and spoken, will be in Spanish.
5.10.1 EmailThe official communication method for BLAST R6 LATAM is email. The email address designated as the
Point of Contact for the Team will be the one used for all official communications and should be kept updated
as well as checked regularly to avoid missing any important information.
5.10.2 Discord/Teamspeak
Discord/Teamspeak is used as a secondary form of communication during play days, matches and any otherreal-time contact needs and is a requirement for all Teams to use and communicate with the Organizer.
All Team’s Points of Contact will be added into the official LATAM Operations Discord/Teamspeak andshould be checked regularly to avoid missing any important information.

5.11 Match Process
The Match Process regulates how matches are played in BLAST R6 LATAM. These are the standard
procedures and may evolve or change in the direction of the Organizer based on the needs of the program.
Unless otherwise directed, all Teams will adhere to the following Online and Offline Processes.

5.12 Online Process
Prior to all matches, the Organizer will establish a match channel in the LATAM Operations
Teamspeak/Discord with the two Teams representatives invited. This will be the communication method formatch coordination including map bans, technical issues, match issues or general Admin support. Teams will
follow the instructions provided by the Admins, at all times.
On a match day, all Teams will connect and check-in with an Admin in the designated Teamspeak/Discord
channels and confirm the map bans for the match as well as address and concerns or questions they may
have. The default time for all Teams to connect and check-in during regularly scheduled match days is 1 hourprior to the match start time. Check-in time is subject to change by the Organizer. For Open Qualifiers, thedefault time for teams to check-in to be included in the competition is 1 hour prior to competition start. Teams
must check-in for each match on the tournament platform Challengermode.
At check-in, the Admin will at that time or, if necessary, during the following communications in the Discord,
advise the Team when to be prepared to play their match. It is the responsibility of the Team to follow up andrespond to messages in the Discord as times may fluctuate and Teams may need to be ready to play at adifferent time than initially instructed.
At the start of the match, a designated Observer or Admin will establish the game and, upon confirmation by
the Admin, invite both Teams into the lobby. The Admin will coordinate with the Observer to start the match
when both the Teams and Production are prepared.
After the last game of the match, the Admin will confirm with both Teams when they are allowed to disconnect
from the lobby and either attend a post-match interview, content segment or activity or be released from thematch. Teams are prohibited from leaving the match and Teamspeak/Discord channel until the Admin has
confirmed they are allowed to do so.

5.12.1 LATAM Qualifiers
The LATAM Qualifiers will follow an exception process. These competitions will be played online and operated
and coordinated through the Challenger mode platform, with rules and procedures outlined in the specific
event including registration, check-in, communications, and match reporting.

5.12.2 Online Versions
All matches played online will do so using the current game update of Tom Clancy’s Rainbow Six Siege,
unless otherwise stated by the Tournament Organizer.
1.1.1 Server Selection
1.1.2
Latam North: Matches are to be played on South Central United States (SCUS) by default.
Latam South: Matches are to be played on Sur de Brasil (SBR) by default.
Admins reserve the right to select the server for play to ensure the best competitive environment for thematch if an agreement cannot be reached.

1.2

Technical Issue & Rehost

This section outlines the rules and conditions in which a technical pause or rehost may be permitted. Any
issues that occur outside of either the listed rehost conditions or times will be ineligible for rehost. Organizer
maintains the discretion to issue a rehost at any time in the interest of competitive integrity.
1.2.1

Technical Pause

A Technical Pause is a pause in the Match which interrupts the standard proceedings due to an issue which
prevents normal play conditions. Technical Pauses may not necessarily result in a rehost, but all rehosts are
considered Technical Pauses.
During a Technical Pause, Players and the Coach may only speak with their respective Match Official inorder to solve any ongoing issues pertaining to the technical pause.
1.2.2 Rehost Conditions
Preparation Phase● Before the start of the Preparation Phase● Any technical issues including the game and server, Player disconnect and or authorized softwareor hardware problems.

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Action Phase
Up to the first thirty (30) seconds of the Action Phase and if no damage has been taken by any Player.
Observer-related issues.
Player unable to control or move Operator.
Game mechanic issues including shooting, reloading, movement, gadgets, or equipment.
1.2.3 Rehost Process & Continuation

Teams request a rehost by typing “rehost” in the Discord chat or asking for an Admin on TS Server channel
or in game chat, followed by the conditions which require the rehost. Teams will continue playing until therehost is confirmed by the Admin.
If confirmed, the admin will contact the Observer to drop and rehost the game.
If not confirmed, the admin will respond via the match Discord channel or TS server channel.

In a match where there is no Observer, the Team will message “rehost” in the match Discord channel instead.
This instance will, almost exclusively, occur in non-broadcasted, online Open Qualifiers matches.
In the case of a rehost, Teams must exactly duplicate the conditions of the previous game/map/roundincluding Operators (for the defending team), equipment, gadgets, loadouts, bomb and starting sites.

1.3

Tiebreaker Procedure

If two or more Teams have accrued the same number of points at the conclusion of a Stage or Group Phase(or any other applicable event), the following procedure will be used to determine who will be considered thewinner of the tie. Each condition below will be resolved in the order listed. The conditions listed will only
reference the stage in which the tiebreaker takes place. If a condition does not resolve the tie, then the next
will be used, and so on.
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Round Difference▪ The Team which has the highest difference between rounds won and lost during the relevant
stage will be considered the winner of the Tiebreaker.
Head-to-Head▪ The Teams who are tied are listed, then the total number of wins, overtime wins, overtime
losses, and losses that each Team has against the other Teams involved in the tie during
the relevant stage is calculated. The Team who has the best win-rate amongst the set of tied
Teams will be considered the winner of the Tiebreaker.
Map Win Percentage▪ The Team which has the highest percentage of maps won during the relevant stage will beconsidered the winner of the Tiebreaker.
Round Win Percentage▪ The Team which has the highest percentage of rounds won during the relevant stage will beconsidered the winner of the Tiebreaker.
Tiebreaker Match▪ If none of the above conditions resolve the tie, then a tiebreaker match will be used toresolve.

1.4

Unintended Mechanics

An unintended mechanic is a condition or action that may allow a Player or Team to act or receive an
advantage in a way that was not specifically designed, commonly referred to terms include, but limited to,
exploit, glitch, bug, gimmick, and hack. At times, unintended mechanics may create an unfavorable result for
a Player or Team.
Organizers will determine if the use of unintended mechanics influences the outcome of a match and award
or penalize activities accordingly.
1.4.1.1

Currently Known Unintended Mechanics

Due to the fluctuating state of unintended mechanics, a global list of permitted and banned items will bemaintained and displayed publicly. Currently, the list is contained in the BLAST R6 Global Rulebook.
As the list of unknown or non-addressed unintended mechanics increases past this list, the Organizer, on acase-by-case basis, will determine the final ruling and impact of items not specified below.
It is in Teams’ best interest to surface any unintended mechanics not listed here and await Organizer approval
before implementing their use, understanding that there is time needed to review and provide feedback onsuch items.

Any Team or Player may report issues for review and consideration to R6FIX.
1.4.1.2

Interim Bans

In order to maintain the highest level of competitive integrity, at times of review, actions, Operators, or othermechanics may be restricted from use. These restrictions may or may not be implemented globally andconfined only to the LATAM League and change at any time with notice to teams.
Operator● NoneUnintended Mechanics● Any position that Players can get to, and out of, by passing through any object, wall or surface and
the Player cannot be both seen and attacked/shot at as normal.
● Shield boosting on to undetected window ledge.
● Using a Mira shield to boost.
● Standing on a window ledge undetected.
● Blocking window vaulting with a destructible shield.
● Shooting through what is intended to be non-destructible items including walls, floors, ceilings andother objects or surfaces.
● Placing a Maestro’s Evil Eye on Alibi’s decoy.
● One-way shots.
● Placing any equipment or gadget in a place where it cannot be destroyed.
● Any Team or Player action in which results in the kill of an attacker during the first two (2) secondsof an Action Phase, normally referred to as Spawn Killing.
● Parkour/Ledge exploit.
● Vigil boosting that renders Vigil undetectable.
● Melee attacking through Montagne’s La Roc when extended.
1.4.2

Team Communications

The Organizer will provide TeamSpeak servers and or access for all Teams to use as the required voicecommunication system during matches. If deemed necessary, the Organizer may implement othercommunications services or equipment to replace or supplement the voice communication system. Voicecommunication systems, programs or applications not provided or authorized by the Organizer are prohibited.
Communications will be monitored by the Organizer during matches and may be recorded, all or in part, forinternal administrative or marketing purposes.
Any and all unauthorized communications with a Team during a match are strictly prohibited.
1.4.2.1

Online and Offline Communications

Aside from the Organizer, only the Coach may communicate with the Team during a match. The Coach may
communicate with the Team until the Organizer initiates the start of the map, prior to the creation of the gamelobby. At the moment the map starts, the Coach will be muted in the TeamSpeak server until the end of themap or during Tactical Timeouts.
The Coach will be unmuted and allowed to speak to the Team for the duration of the break between the endof one map until the start of the next map.
This process will repeat for the duration of the match.

1.5

Required Software

1.5.1

Anti-Cheat

The following applications are required for participation in the MAJOR LATAM LCQ, BLAST R6 LATAM
League or LATAM Open and any activity that restricts, prohibits or alters their use are expressly forbidden.
BattlEye
MOnitor System Status (MOSS)● MOSS Download
At the end of a match, a Team Representative must submit the entire teams MOSS files to the Organizer.
MOSS files must be received within fifteen (15) minutes of a match ending. Failure to either provide MOSS
files or provide altered files may result in infractions, up to and including disqualification of a match.

1.6 Payment Process
Within fourteen (14) calendar days after the completion of a Designated Payment Activity (DPA), theOrganizer will email the Team requesting an invoice for outstanding prize payment money earned by their
Team.
Teams will reply to the Organizer’s email with a separate, attached invoice containing the following information:● Unique Invoice Number● Current Invoice Amount● Account Holders Name
● IBAN/Account Number● SWIFT Code● Routing Number● Beneficiary Address● Bank Name
● Current League (Pro, Open)●

League Placement

Upon receipt of a validated invoice by the Organizer, this is the established payment term and method.
Term of payment: Net 90
Method of payment: Wire transfer

1.7 Designated Payment Activity
In the LATAM League, there are four (04) DPAs per Standard Season. These activity points are when
payment amount and payees are validated, and Teams may submit invoices for payment. DPAs apply for all
Structures and Components described in 5.1.

DPA Standard Schedule:● Stage 01, upon the completion of Stage 01 in May at the Major.
● Stage 02, upon the completion of Stage 02 in October at the Major.

2. BLAST R6 LATAM League
The BLAST R6 LATAM League is the highest level of competition in BLAST R6 LATAM. The LATAM League
is made up of twelve (12) Teams competing in LATAM, split across North and South LATAM. The teams who
participate in the LATAM League are invited by the Organizer to do so or qualify through the LATAM
Qualifiers.

2.1

Residency and TeamsAll Players participating in the LATAM League must reside in LATAM, as defined in the Global Rulebook.

2.2

Program Structure
Each BLAST R6 LATAM League stage consists of three Phases. Phase 1 consists of 12 teams two single
Round Robin Group split between North and South LATAM. Phase 2 consists of a modified 3 team Single
Elimination format in North and South LATAM. Phase 3 consists of a 4 team Double Elimination format. The
winner progresses to Major Phase 1.
Following Phase 1, the top point earning teams will move on to Phase 3, the 2nd to 4th earning teams will
move on to Phase 2. Teams will be seeded in the Single Elimination Bracket based on their placement in the
Round Robin Group from Phase 1.
Phase 1For Stage 1 of the 2024 season, teams will play a single group Round Robin stage.

Phase 1 will be played according to the following Schedule, unless stated otherwise by Tournament Organizer:●

Playday #1 – March 18th●

Playday #2 – March 20th●Playday #3 – March 25th●

Playday #4 – March 27th●

Playday #5 – April 1st●

Playday #6 – April 3rd●

Playday #7 – April 8th●Playday #8 – April 10th●

Playday #9 – April 15th●

Playday #10 – April 17th

Until further notice or unless otherwise stated by the Organizer or the Tournament Operator, the following
timing is applied to the match schedule:
All times listed MX● Match 1 – 16:00h● Match 2 – 17:00h● Match 3 – 18:00h● Match 4 – 19:00h● Match 5 – 20:00h● Match 6 – 21:00h
Check-in times for teams will be communicated by Tournament Operator.

Phase 2: Deciders
Seeding for the LATAM League Deciders will be based on the final standings from Phase 1.

The Deciders will be played according to the following Schedule, unless stated otherwise by Tournament Organizer:●

Playday #1 – April 21st
Match 1 LATAM North – Group Seed 3 vs Group Seed 4 - BO1
Match 2 LATAM South – Group Seed 3 vs Group Seed 4 - BO1

Match 3 LATAM North – Group Seed 1 vs Match 1 Winner - BO3
Match 4 LATAM South – Group Seed 1 vs Match 2 Winner - BO3

Until further notice or unless otherwise stated by the Organizer or the Tournament Operator, the following
timing is applied to the match schedule:
All times listed MX
Match 1 – 14:00h - Bo1
Match 2 – 15:00h - Bo1
Match 3 – 16:00h - Bo3
Match 4 – 19:00h - Bo3

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Check-in times for teams will be communicated by Tournament Operators.

Phase 2: Final Four.

The Final Four follows a 4 Team Double Elimination format. Upper Matches are Best of 1. Lower Bracket
Matches and Grand Final are Best of 3.
The Final Four will be played according to the following Schedule, unless stated otherwise by Tournament Organizer:●

Playday #1 – April 27th●

Playday #2 - April 28th

Until further notice or unless otherwise stated by the Organizer or the Tournament Operator, the following
timing is applied to the match schedule:
All times listed MX
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April 27th - Match 1 – 16:00h - Upper Bracket Semi 1
April 27th - Match 2 – 17:00h - Upper Bracket Semi 2
April 27th - Match 3 – 18:00h - Lower Bracket Round 1
April 28th - Match 4 – 16:00h - Upper Bracket Final
April 28th - Match 5 – 17:00h - Lower Bracket Final
April 28th - Match 6 – 20:00h - Grand Final

Check-in times for teams will be communicated by Tournament Operators.

2.3
Phase 1

Match Format

Each match in the LATAM League Phase 1 will be played in a Best of 1 format. One map will consist of 12
rounds. The first team to reach 7 rounds won is considered the Winner of the match. If both teams win 6
rounds, resulting in a score of 6-6, overtime consisting of 3 rounds will begin. The first team to win 2 roundsof overtime is considered the Overtime Winner. The other team is considered the Overtime Loser. Based on
the outcome of the match, points will be allocated.
At the conclusion of every LATAM League Phase 1 match, points will be awarded to the participating teams
based on the outcome of the match.
Standing
Non-Overtime WinnerOvertime WinnerOvertime Loser
Non-Overtime Loser

Points+3+2+10

Phase 2
Semifinals in the LATAM League Phase 2 will be played in a Best of 1 format. and the Finals will be played
in a Best of 3 format. One map will consist of 12 rounds. The first team to reach 7 rounds won is considered
the Winner of the map. If both teams win 6 rounds, resulting in a score of 6-6, overtime consisting of 3 rounds
will begin. The first team to win 2 rounds of overtime is considered the Winner of the map. The first team to
win two maps is considered the winner of the match.
Phase 3Round 1 matches in the LATAM League Phase 3 will be played in a Best of 1 format. One map will consistof 12 rounds. The first team to reach 7 rounds won is considered the Winner of the match. If both teams win
6 rounds, resulting in a score of 6-6, overtime consisting of 3 rounds will begin. The first team to win 2 roundsof overtime is considered the Overtime Winner. The other team is considered the Overtime Loser. All othermatches in the LATAM League Phase 3 will be played in a Best of 3 format. One map will consist of 12
rounds. The first team to reach 7 rounds won is considered the Winner of the map. If both teams win 6
rounds, resulting in a score of 6-6, overtime consisting of 3 rounds will begin. The first team to win 2 roundsof overtime is considered the Winner of the map. The first team to win two maps is considered the winner ofthe match.

3.

LATAM League Qualifiers
The LATAM League Qualifiers is the open component of the R6 esports program in BLAST R6 LATAM.

3.1

Residency and TeamsAll Players participating in the LATAM League Qualifiers must reside in LATAM.

3.2

Program Structure
Each LATAM Open stage consists of two phases. Phase 1 consists of two distinct open qualifiers. Phase 2
consists of a 16 Team Double Elimination Playoffs. The top 7 teams will progress to the Major Last Chance
Qualifier.
3.2.1 Phase 1
Phase 1 is broken up into two stages, two playdays per stage. Each stage is split between LATAM Northand LATAM South. Each stage is considered a distinct competition.
Each stage consists of a single elimination competition. Every match in Phase 1 will be played Bo1, until theround of 16. The following rounds will be played in Bo3. At the end of the first qualifier, the top 4 teams will
qualify for Phase 2. At the end of the second qualifier, the top 4 teams will qualify for Phase 2.
3.2.2 Phase 2: Qualifiers Playoffs
The LATAM Open Qualifiers Playoffs consists of an 8 Team Double Elimination bracket with all matches
played Best of 3. The top 2 teams will qualify for the LATAM League.

3.3

Match Format
Phase 1Each match in the LATAM League Qualifiers Phase 1 will be played in a Best of 1 format until the Round of
16. Further matches will be played in Bo3.
One map will consist of 12 rounds. The first team to reach 7 rounds won is considered the Winner of the map.
If both teams win 6 rounds, resulting in a score of 6-6, overtime consisting of 3 rounds will begin. The firstteam to win 2 rounds of overtime is considered the Winner of the map.
The first team to win 1 map in Bo1 matches is considered the winner of the match. The first team to win 2 maps
in Bo3 matches is considered the winner of the match.
Phase 2: Playoffs
Each match in the LATAM League Qualifiers Phase 2 will be played in a Best of 3 format.
The first team to win 2 maps in the match is considered the winner of the match

3.4

Schedule
Schedules are subject to change.
● Qualifier 1 LATAM North – February 28th
● Qualifier 1 LATAM South – February 29th
● Qualifier 2 LATAM North – March 2nd● Qualifier 2 LATAM South – March 3rd● Playoffs LATAM North – March 9th and 11th
● Playoffs LATAM South – March 10th and 12th

4.

Prohibited Software, Applications & Services
The use of third-party software, any form of tampering with the game's code or servers or any gathering of
information obtained from watching the match's broadcast while playing with the intention of, or potential to,
create an unfair advantage for a Team or Player, is prohibited.
All programs that allows/enables remote access to a PC and/or change, mark or hide an IP address, including
but not limited to the following list, will be cause for immediate disqualification for the entire Team:
TeamViewer
ParsecRemotePC
LogMeIn
Remote Desktop Manager
Chrome Remote Desktop
Windows VPN
NordVPN
ProtonVPN
OpenVPN
Tor Network
Programs that change, mark or hide an IP address are allowed for use. Use of any such program is done at thefull responsibility and discretion of the Player/Team. Issues that arise from use of such a program are not to beconsidered the responsibility of the League and will be treated as an ineligibility to compete issue by League
Officials.

5.

Copyright
All content appearing in this document is the property of Ubisoft, Inc. Any unauthorized distribution,
duplication, alteration, or other use of the material contained in this document, including without limitation:
trademarks, images, drawings, text, likeness or photograph, may constitute a violation of the laws of copyrightand trademark and may be prosecuted under criminal and/or civil law. No part of the content of this document
may be reproduced in any form or by any means or stored in a database or retrieval system, except for
personal use, without the written permission of UBISOFT.
UBISOFT assumes no liability for any error or omission of the content in this document and reserves theright to change any rules or content, at any time, without prior notice or notification.

6.

Annex

References & Contacts

Rainbow Six Siege & Global Circuit BLAST R6 Global Rulebook

Rainbow 6 Circuit Global Rulebook
Ubisoft Code of Conduct