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Sixes Ruleset

Format Specificity

Rules within this ruleset apply strictly to the Sixes format (6v6). While each ruleset may share rules, the specific contents are likely different when listed within a format-specific ruleset rather than the Global ruleset. Please note this ruleset is authored for our Sixes seasonal leagues, but in the event it is linked on an ozfortress-run Sixes tournament, rules mentioning seasonal specifics should be ignored. If you are not sure whether or not a rule applies to a Sixes tournament run by us, please reach out.

1. Sixes Format

1.1. Class Limits

The following class limits are required on for official matches. Breaking these limits in any way is considered cheating, and depending on administrator discretion could lead to league penalties or a match result being overturned.

1.1.1. Core Class Limits

  • 2 Scouts
  • 2 Soldiers
  • 1 Demoman
  • 1 Medic

1.1.2. Off Class Limits

  • 1 Pyro
  • 1 Heavy
  • 1 Engineer
  • 1 Sniper
  • 1 Spy

1.1.3. Mercenary Off Class Locking

It is reasonable to restrict mercenaries from playing particular core classes or Sniper; you may not restrict mercenaries from playing Pyro, Heavy, Engineer, or Spy. The only exception is restricting a mercenary to play Medic exclusively.

1.2. Whitelist (Unlocks)

The Sixes whitelist can be found here.

1.3. Control Point (5CP)

1.3.1. 5CP map timer

The map timer for 5CP maps is 25 minutes.

1.3.2. 5CP round timer

The round timer for 5CP maps is 4 minutes (through the usage of the Progressive Ruleset Timer).

1.3.3. Upper Division 5CP round win limit

ozfortress has adopted the Progressive Ruleset that creates a dynamic win condition for 5CP maps. In the Upper Divisions:

  1. If a team reaches a total of 5 rounds before the end of the map timer, they win the map.

  2. If, once the map timer runs out, neither team has reached a total of 5 rounds, the round win limit is set to the current highest round score +1. The match continues until one team meets this new round win limit.

    • for example, if the score is currently 2-3, the round win limit is set at 4.

1.3.4. Lower Division 5CP round win limit

ozfortress has adopted the Progressive Ruleset that creates a dynamic win condition for 5CP maps. In the Lower Divisions:

  1. If a team reaches a total of 5 rounds before the end of the map timer, they win the map.

  2. If, once the map timer runs out, a team has more rounds than the other, they win the map.

  3. If, once the map timer runs out, both teams are tied, the round win limit is set to the tied round score +1. The match continues until one team meets this new round win limit.

    • for example, if the score is currently 2-2, the round win limit is set at 3.

1.3.5. 5CP map draws

Map draws are currently not possible due to the dynamic win condition described above.

1.4. King of the Hill (KOTH)

In Sixes, all King of the Hill (KOTH) maps follow a best of five win condition with a three minute team clock. Different KOTH maps may vary slightly on overtime timers, locked and unlocked timers (when the point is not able to be captured at the start and when it unlocks) as these are built into the map.

2. Sixes Playoffs

2.1. Playoff Match Format

Playoff matches are almost exclusively played as a best of three (BO3) series with maps selected from the map pool. Upper division Grand Final matches are played as a best of five (BO5) series.

2.1.1. High Grand Finals

High teams are expected to play Grand Final matches as a best of five (BO5) series. However, two High teams can agree to play a best of three (BO3) series instead.

2.1.2. Upper Division Grand Final Scheduling

The Premier Grand Final match occurs on a predetermined date as communicated on the seasonal league page. The High Grand Final match does not occur on a predetermined date, however may not be scheduled on the same night as the Premier Grand Final.

2.2. Upper Division Playoffs

Upper Division Playoffs follow the AFL final eight system as described here.

2.3. Lower Division Playoffs

In the Lower Divisions of Sixes, the top four team of the Regular Season participate in Page Playoffs as described here.

2.4. Playoff Map Selection Order

2.4.1. Upper Division BO3 Playoff Matches

For Upper Division Playoff matches following a best of three (BO3) format, the higher seeded team is awarded a map pick advantage prior to bans.

The higher seeded team is Team A. Maps must be played in the order in which they were picked.

Sixes Upper Division BO3 Pick/Ban Order

  1. Team A picks a map
  2. Team A bans a map
  3. Team B bans a map
  4. Team A bans a map
  5. Team B bans a map
  6. Team A picks a map
  7. Team B picks a map

2.4.2. Upper Division BO5 Playoff Matches

For Upper Division Playoff matches following a best of five (BO5) format, neither team is awarded an advantage.

The higher seeded team is Team A. Maps must be played in the order in which they were picked.

Sixes Upper Division BO5 Pick/Ban Order

  1. Team A picks a map
  2. Team B picks a map
  3. Team A bans a map
  4. Team B bans a map
  5. Team A picks a map
  6. Team B picks a map
  7. Team A bans a map
  8. Team B bans a map
  9. The remaining map is picked

2.4.3. Lower Division BO3 Playoff Matches

For Lower Division Playoff matches following a best of three (BO3) format, the higher seeded team is awarded the final map pick.

The higher seeded team is Team A. Maps must be played in the order in which they were picked.

Sixes Lower Division BO3 Pick/Ban Order

  1. Team A bans a map
  2. Team B bans a map
  3. Team A picks a map
  4. Team B picks a map
  5. Team A bans a map
  6. Team B bans a map
  7. Team A picks a map