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Esports – Call of Duty Tournament Rules

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The popular first-person shooter game is back, and it’s bringing the greatest of Call of Duty Esports history to create another year of tremendous entertainment. This year marks the first year of Major Tournaments, which will take place at various times throughout the online games season and feature all 12 Call of Duty League teams contending for the top slot.

Teams will fight in best-of-five sets in 4-versus-4 contests in the 2021 season. Teams compete in Call of Duty®: Black Ops Cold War on PC using any League-approved controller, giving gamers more options than ever before in the history of Call of Duty Esports.

The tournament format

Tournaments are returning as high-stakes Majors, with all 12 Call of Duty League teams competing in a double-elimination format. Head-to-head group play matches over the course of three Home Series weeks coming up to each Major will decide tournament placement.

There will be five phases in the regular season, each concluding in a Major Tournament. All teams will compete in five group play matches during each stage to earn their Major seed. This should get a lot of 12Play bettors and Esports bettors, in general, very excited about what’s ahead.

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Teams will gain CDL Points for each match win throughout the season, similar to the previous year, with additional points awarded based on their performance at Majors. With teams fighting for a berth in the 2021 season standings and a chance to be one of eight teams to qualify for the Call of Duty League Playoffs, CDL Points totals will be crucial.

The different game modes

In a professional Call of Duty match, two teams battle in three different modes on three different maps. A team receives one match point for winning a game. A best-of-five series is played in each match.

Search & Destroy

Search & Destroy (also known as S&D or SnD) is the only game mode in the Call of Duty League that does not allow players to respawn after being eliminated. In this scenario, an assaulting team must transport a bomb to one of two indicated locations on the map, plant it, and keep it from being defused.

If the device is planted, the defensive team will only have a few minutes to disarm it before it explodes. They will be triumphant if the device is successfully defused.

Alternatively, either team can win by removing all members of the opposite team. Even if the attackers arm the gadget before falling, the defenders must still defuse it before the timer runs out. The match is won by the first side to reach six points.

Control

Control combines parts of S&D and Hardpoint in a way that feels entirely original. Teams alternate between attacking and defending two predetermined objective regions on the map, just like they do in S&D. It sounds a lot like football in some way. These objectives, like Hardpoint, are hills that attackers must stand in to capture.

Each team receives a total of 30 lives per round. A round is won when a team captures both hills on the attack, runs out the clock on defense, or removes all of the opposing team’s lives within the time limit. By seizing a Control point, attackers can add one minute to the total game clock.

Teams can also win by removing the opponent team’s whole 30 lives. Three rounds are played in this style.

Hardpoint

While battling the enemy side, teams rush to control a sector of the map known as a “Hardpoint.” When at least one member of a team is standing on a Hardpoint, that team receives one point for every second they have control of the area.

If an opposing player enters the zone, it becomes “Contested,” and no points are awarded until all opponents have been eliminated from the objective. Every sixty seconds, the Hardpoint’s location shifts to a different part of the map.

Teams can strategize around the clock, preparing for the zone transition by setting up or “rotating” to the next Hardpoint. Each map has different Hardpoint positions; however, the rotation order is set and not random, allowing a team to practice their rotation techniques in the quest for glory.