Telkom Digital Gaming League

Rules

Format: 

  • Game mode: 5 vs 5
  • Double Elimination
  • Best of 3 maps
  • Schedule: Hard booking

Schedule: 

  • Round 1: TBA
  • Round 2: TBA
  • Round 3: TBA
  • Round 4: TBA

Before reading the rules below please make sure that you understand the following:

By entering this competition, all applicants and players accept and agree to abide by the Telkom Digital Gaming League Terms and Conditions & General League Rules.

All rules found within this document are inherited by all players/participants within the team taking part in the Digital Gaming League Dota 2 event. Failure to abide by the rules set forth in this document may lead to penalties outlined in this document and/or the General League Rules and/or the Terms and Conditions. It should be noted that it is the administration of the Digital Gaming League that has the last word and that decisions not specifically supported, or detailed within this rule book, or in extreme cases, decision can be made to preserve fair play and sportsmanship.

Should you find conflicting rules or unclear information, it is your responsibility to contact the Digital Gaming League for clarification before acting on the rules found within.

The Head Admins decisions are final and can even overrule the rules stated in all documents if deemed necessary. Head Admins have the authority to give out default losses for single games and full matches. Head Admins can also ban a player and/or an entire team/clan from the tournament if deemed necessary.

Due to the league taking place over a long period of time, emergency rule changes might take place without any notice. Players are expected to keep up to date with the rule set at all times (It is the responsibility of the captain to make sure his players are up to date with the rules and fully understand them). Rules may be changed at anytime without notification to teams and/or players.

The Digital Gaming League Committee does not have the power of a Head Admin but is there to offer guidance and support to players that may require it.

Telkom Gaming’s terms of use, General League Rules and Terms and Conditions apply at all times. Ensure you have read the aforementioned as it holds important information.

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Table of Contents:

  • 1 - Format
  • 2 - Disconnections
  • 3 - Fair Play Rule  
  • 4 - Recordings & Screenshots
  • 5 – Results
  • 6 - Casting/Streams/Admins
  • 7 - Game Rules
  • 8 - Victory Conditions
  • 9 - Servers
  • 10 - Cheats and Bug Exploits
  • 11 - Item Restrictions & Sharing
  • 12 - Side Selection
  • 13 - Creep Blocking
  • 14 - Pauses

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1 - Format

  • 1.1 - All matches consist of three maps (Best of Three- Bo3). The team who wins the majority of the three maps wins the match. 
  • 1.2 - Format breakdown:
    • Match format: Best of Three (BO3 – First team to win 2 out of the 3 matches wins)
    • Game mode: Captains Mode
    • Average Match Length: 2 to 3 hours
    • Fielded players: 5vs5
    • Players per team: 5
    • Reserves per team: Recommended 1 to 3
    • Roster Locks: OFF
  • 1.3 - Any teams found to be ‘mutually agreeing’ to a loss; or starting a match and forfeiting exceptionally early will be penalised, and may be disqualified from the ladder.

2 - Line-ups & Player Disconnects

  • 2.1 - Team Line-ups:
    • 2.1.1 - Teams must use at least two (2) of the same players fielded in the qualification stage of the tournament in any match during the Community Shield. This means that of the five players fielded on the server/lobby, at least two of those players must have been a part of the same team during the Emerald or Sapphire Showdown. 
    • 2.1.2 - Teams qualifying via the Masters Leg 1 are exempt from 2.1.1 and may use any line-up, provided it abides by the usual line-up Masters regulations. 
  • 2.2 - Player Disconnections:
    • 2.2.1 - It is the team's responsibility to pause should their player disconnect. (Please read section "14 - Pauses" in regards on how to handle a pause)
    • 2.2.2 - If the match has been going for less than 5 minutes and a player disconnects and is unable to rejoin, then the game should be restarted.
    • 2.2.3 - In the event of a remake, players must play the same heroes, buy the same initial items, pick the same spells, and go to the same lanes as they did in the prior game. Players may change lanes once the creeps in their initial lanes meet. If a team employed a strategy (such as a level 1 Roshan) that is heavily dependent on the surprise factor of the draft in the opening minutes of the game, and a player legitimately dropped during this stage; an admin may allow a re-draft and re-match (of that individual game).

3 - Fair Play Rule

  • 3.1 - The players are expected to play by their full capacity at all times. Losing on purpose won’t be tolerated and will result in a disqualification. This is up to the Head Admin to decide. This is a professional tournament and all players are expected to act like such.

4 - Recordings & Screenshots

  • 4.1 - Both teams must record every ladder match.
  • 4.2 - It is required that every player records their matches or saves the replay of all of their ladder matches.
  • 4.3 - Screenshots of both teams line-ups and the scores must be taken. (it is recommended that everyone on take these screenshots)
  • 4.4 - Screenshots of the end scores for each match must be uploaded to the DGL site. Failure to do so will results in penalties.
  • 4.5 - Digital Gaming will perform random spot checks, randomly asking teams for their recordings and screenshots.

5 – Results

  • 5.1 - Both team captains must post the result on the match thread, as well as a screenshot of the end-game score of all games. Failure to do so will results in penalties, more information on the penalties are listed in the General League Rules. Screenshots and results must be posted the same night as the match. Results that are not submitted by the time the admin needs them, will be marked as a double forfeit. 

6 - Casting/Streams/Admins

  • 6.1 - Only DGL official administrators and streamers may join the game as broadcasters or spectators. Streamers may bring a co-caster to cast with them, provided that caster is not explicitly banned from casting DGL matches. Players may not stream a game they themselves are playing in.
  • 6.2 - If an official caster requests a password for a lobby, neither team may refuse to give it to them. Some casts might request an interview with players before or after the game, players are well within their rights to refuse to do an interview if they wish.

7 - Game Rules

  • Game Mode: Captains Mode
  • Server : See "Servers" section.
  • Game Type: Tournament (you may not use any other version!)
  • Fill Empty Slots With Bots: No
  • Enable Cheats: No

8 - Victory Conditions

  • 8.1 - A game is finished when:
  • 8.2 - An Ancient Fortress is destroyed.
  • 8.3 - A team forfeits.The majority of a team leaves on purpose.
  • 8.4 - An admin decides the match is over.

9 - Servers

  • 9.1 - In matches which consist of three games, each team is allowed to select the server for one of the  first two games. For instance, Team A could select EU for game1, while Team B could select RSA for game2. If a 3rd game is played it must be played on a RSA server. Both teams may select the same server and play both games on the selected server if mutually agreed upon.
  • 9.2 - In matches which consist of three games (Bo3):
  • 9.3 - Local teams (teams with no international player/s in the current match): Matches must be played on the RSA servers.
  • 9.4 - International teams (or local teams that have international players in their teams lineup): Each team is allowed to select the server for one of the  first two games. For instance, Team A could select EU for game1, while Team B could select RSA for game2. If a 3rd game is played it must be played on a RSA server. Both teams may select the same server and play both games on the selected server if mutually agreed upon.
  • 9.5 - In "Best of 1" type matches, the RSA server is the default server. Teams may play on another server if they both agree to it.
  • 9.6 - If teams mutually agree to use a different server other than what is stated above, they must post on the match thread that they have both agreed to it.

10 - Cheats and Bug Exploits

  • 10.1 - DGL reserves the right to investigate incidents in which teams have been accused of exploiting a bug which is considered to be an unintended mechanic. The DGL can issue any form of punishment it sees fit for the situation at hand.
  • 10.2 - Please contact a Digital Gaming League admin for clarification before using a suspected exploit or bug during your match.
  • 10.3 - Cheating is not permitted in any way, shape or form.
  • 10.4 - No third party scripts/programs which interact directly or indirectly with the game are permitted. This includes AutoHotkey, cheat applications and any player-created applications. This does not include Mumble (which may overlay an interface of who is in your mumble channel talking), nor any other chat application.

11 - Item Restrictions & Sharing

  • 11.1 - There are no item restrictions. Players may share items as far as the game permits.

12 - Side Selection

  • 12.1 - A coin toss will be held in the match lobby before the match begins.
  • 12.2 - To begin the Side Selection process, the team leaders must elect which of them call for the heads or tails side of the coin. If neither clan leader can come to an agreement, the team with the highest seed will be given the choice.
    • 12.2.1 - The team with the highest seed would be as follows:
      • 12.2.1.1 - Ladder - The team that has the highest ELO ranking.
      • 12.2.1.2 - Divisions - The team that is ranked higher on the results log. If teams are ranked the same your position from the previous Leg will be used.
  • 12.3 - The clan leader who is not calling heads or tails will then toss the coin (using the /flip command in lobby chat) and the winning team of the coin toss will have the choice to pick which side of the map they want to start on (Dire or Radiant) OR to decide which team will be picking first in the banning phase.
  • 12.4 - This process will be repeated for subsequent matches.
  • 12.5 - If a team wishes to play either Dire or Radiant for both games they must come to a mutual agreement between themselves. This is not obligatory and teams can refuse to do so.

### We will leave 12.5 completely in the hands of the players. Mutual agreements must be confirmed by both captains in the comment section of the respective match If no mutual agreement is made or rules 2.6.2 is refused by an opposing team revert back to 2.6.1.

### Do not bother us with any disputes on this matter as they will be ignored ###

13 - Creep Blocking

  • 13.1 - Teams may not intentionally block a lane for an extended period of time. (example: Using Chen creeps to clock a lane is forbidden)

14 - Pauses

  • 14.1 - Player needs to announce a pause at least 5 seconds in advance stating a reasonable justification (except for disconnects).
  • 14.2 - A pause may last at most five minutes. This may be overwritten should both teams agree to it (no dispute may be lodged regarding pausing once both teams have agreed to extend the pause). - Updated 03 March 2014

### It is suggested that you take a screenshot of the team agreeing to pause longer than 5min ###

• The Digital Gaming League and Digital Gaming Terms and conditions apply • Right of Admission reserved • The admins decision is final • Digital Gaming League reserves the right to modify any and all rulesets without notifying the contestants

Terms and Conditions

Index:

  1. Eligibility
  2. Competition governance
  3. Independent Appeal Officer
  4. Independent Tribunal Officer
  5. Cheating, Disputes and violations
  6. Exclusion of liability
  7. Disqualification
  8. General Conduct
  9. Recordings, media, publicity and taxes
  10. General Terms and Conditions
  11. Governing law and jurisdiction
  12. Offenses and Penalties

The DGL Terms and Conditions must be read in conjunction with the following documents:

  1. DGL Rules and Regulations
  2. Digital Gaming Website Terms and Conditions (lower left corner of the website)
  3. Game Title Rule-set
    1. Counter-Strike Global Offensive
    2. Dota 2
    3. League of Legends
    4. Call of Duty PC
    5. Call of Duty PS4
    6. Hearthstone
    7. Battlefield 4
    8. Rocket League
  4. DGL Masters Rules and Regulations
  5. DGL Masters Participant Document
  6. DGL Masters Standard Player Contract

 

  1. Eligibility
    1. Users that are younger than the FPB rating of their respective game title may only participate in the Digital Gaming League if the users’ legal guardian has signed the Telkom Gaming parental consent form. This document must be faxed/emailed through to the Digital Gaming League to be kept on file. Penalty: Class H
    2. Players who are currently suspended/banned from the Digital Gaming League website are not permitted to register for events on the Digital Gaming League website.
    3. All players who wish to compete in the Digital Gaming League must have a valid Digital Gaming League account. All required information on your profile must be filled in and completed. Players may compete in more than one discipline (i.e. multiple games) and/or for multiple clans, but this will not impact our decision should you request an extension to a match deadline. You may only represent one team/player per event (i.e you may play for “ABC” in “Counter-Strike” event 1, as well as for “XYZ” in “Counter-Strike” Event 2. You may not play for teams “ABC” and “XYZ” in the same event). Penalty: Class H
    4. Employees of the Digital Gaming League and their respective affiliates, subsidiaries, parents, representatives, advertising, promotion and publicity agencies and the immediate families of each are not eligible. Volunteers in the league are however permitted to compete in these tournaments.
    5. DIGITAL GAMING LEAGUE employees may enter into leagues for the sole purpose of testing and developing the rules and regulations. At no point will the employees be eligible to score points. DIGITAL GAMING LEAGUE may seed employees into divisions as an addition and not in place of a player or team. For instance, in a division which normally has 10 players, we may place an employee into that division, which would make it 11 players.  At the end of the leg the employee with neither be eligible for promotion or demotion.
    6. Volunteers who assist in the league are authorised to compete. Digital Gaming League takes various precautions to ensure that every decision is scrutinised, making it impossible for volunteers to gain an unfair advantage.
    7. Digital Gaming League may at times limit event registrations and participation to certain countries or regions. Special permission can be granted on a case by case basis at the sole discretion of the tournament director.
    8. Teams may only use players who are registered as part of their team line-up on the DIGITAL GAMING LEAGUE website. Penalty: Class I.
  2. Competition governance
    1. At no time will participation in the Digital Gaming League events exempt you from the obligations entered into and agreed to in any of the ruling documents.
    2. Digital Gaming League will provide a tournament director who is solely responsible for ultimate decision-making and adjudication in all circumstances.
      1. Tournament Director: Robert Hart
      2. Tournament Manager: Brendon Dell
  3. Independent Appeal Officer (IAO)
    1. Digital Gaming League will appoint an Independent Appeal Officer to whom appeals can be escalated to on special request. If the user loses the appeal, the user will be liable to pay a fee/fine determined by the Appeal Officer.
    2. The DGL will appoint a new Appeal Officer from time to time.
    3. In the event where the Appeal Officer is unable to take a case, the DGL will appoint a temporary Officer.
    4. The Independent Appeal Officer is a person with authority to judge, adjudicate on, or determine claims or disputes. The Independent Appeal Officer is a Tribunal for both the DGL and its users.
    5. Appeal process:
      1. A dispute is lodged and handled according to the DGL rules by a DGL Staff member.
      2. At the users request, the ticket is escalated to the Tournament Manager, who then reviews the dispute.
      3. At the users request, the ticket is escalated to the Tournament Director who then reviews the dispute.
      4. The user may now request that the matter be brought forward to the IAO.
      5. The DGL will notify the user of the fee’s involved and will need to sign the acceptance form and deposit the refundable IAO submission fee of R1000 into the specified bank account.
        1. If the user wins the appeal, the IAO Submission fee will be returned.
        2. If the user loses the appeal, the IAO Submission fee will not be returned.
      6. The IAO will review the dispute and submit his/her recommendation to the DGL.
    6. The IAO may request additional information from the DGL and the user. Each party has 7 days to respond.
    7. The IAO’s rulings will be made within the scope of the DGL Rules and Regulations.
    8. If the user loses the appeal, the user will be liable to pay a fee/fine determined by the Appeal Officer.
    9. The IAO is limited to non-DGL Masters Divisions and events. The DGL Masters will be attended to by the Independent Tribunal Officer.
  4. Independent Tribunal Officer
    1. Teams and players competing in the DGL Masters will not make use of the Independent Appeal Officer and will instead make use of the Independent Tribunal Officer.
  5. Cheating, Disputes and violations
    1. A dispute occurs when one team wishes to lodge a complaint about their opponents actions. Please make sure that you fully understand the rules regarding an incident before lodging a dispute.
    2. It is the responsibility of the player to understand and avoid all possible infringements. If you are unsure as to whether your strategy constitutes cheating, please consult an official before your match.
    3. All disputes must be lodged privately with the League Admin by submitting a ticket on the DGL helpdesk. Any team/player who makes a complaint/accusation on a public forum will be penalised.
    4. Digital Gaming League will acknowledge receipt of your dispute within 24 (working) hours and will act on it as quickly as possible to resolve the dispute.
    5. Violation of any part of these terms and conditions will, at the official’s discretion, result in an immediate disqualification and/or loss of winner status.
    6. The decision of the tournament director is final.
    7. Disputes must be raised in a calm and discrete manner and by submitting a ticket on the DGL helpdesk.
    8. Disputes must be raised within 24 hours of the infringement. Disputes which are late for whatever reason will be thrown out. All supporting evidence must be submitted with the original dispute. If a dispute is submitted without sufficient evidence, it will be thrown out.
    9. Tickets/disputes must be replied to by the user within 16 business hours. Tickets which are not replied to within the allocated time will be closed.
    10. Disputes may only be lodged by the team manager or captain. 

5.10.Cheating is any unlawful measure that gives a player an unfair advantage over others. Penalty: Class B. Such measures include (but are not necessarily limited to):

  1. 3rd-party software (which may/may not be integrated into the game code) which bypasses the natural competitive mechanisms of the game. Penalty: Class B.
  2. Where the game provides such an interface, scripts/macros (known as “binds”) which would not otherwise be possible to execute or provide an unfair advantage. Penalty: Class B.
  3. Exploits (including game engine exploits, video driver setting exploits (Ambient occlusion/LOD), modification exploits and map exploits). Penalty: Class B.

5.11.Players should use default player models, weapons skins, heads-up display (HUD), point-of-view (POV), and sounds. If a default/standard configuration is supplied, players must use this. Penalty: Class B.

5.12.Use of restricted/unfair CVARs or DVARs. Penalty: Class B.

  1. Cheating can and will be monitored by the officials. They reserve the right to review game demos and make a collective decision on any or all of these infringements. DIGITAL GAMING LEAGUE has the right to consult with the designated community watchdog regarding any hacking disputes.
  1. Exclusion of liability
    1. By registering for this competition each participant assumes sole liability for any personal injury caused or claimed to have been caused to him or her as a result of or in connection with participating in this competition and/or any Prize.
    2. To the extent permitted by law, neither the Organiser nor the Promoter is responsible or liable for:
      1. inaccurate entry information,
      2. entries that are not received for any reason, including because they are lost, misdirected or stolen, or that are received, but are late, illegible, or incomplete
      3. any problems or technical failures of any kind, including malfunction of any communication network or lines, computer online systems or network, servers or providers, computer equipment, or software,
      4. the unavailability or inaccessibility of any service whether or not caused by traffic congestion on the Internet or any website,
      5. unauthorised human intervention in any part of the tournament,
      6. electronic or human error which may occur in the administration of the tournament,
      7. any loss, damage or injury suffered or incurred by any participant or any other person as a result of or in connection with participation in the tournament and/or any Prize, howsoever caused;
      8. any injury or damage to persons or property, including to the participant's or any other person's computer related to, or resulting from, participation or downloading any materials in connection with the tournament.
    3. These Official Rules do not affect, and are not intended to affect, any rights or remedies a consumer might have, which cannot be excluded under applicable consumer protection laws. To the fullest extent permitted by law, any liability of the Organiser and/or the Promoter or their respective servants or agents for breach of any such rights is limited to the payment of the cost of having the Prize supplied again.
  2. Disqualification
    1. You may be disqualified from the League for any of the following reasons:
    2. Failing to complete 2 or more weeks’ worth of matches in a row in a single leg of an event.
    3. Any repeat offenses after a final warning has been issued
    4. All players that have been disqualified will be banned from competing in any Digital Gaming League events (including the Digital Gaming League LAN Championships) for a minimum of 4 weeks. You/Your team will lose its seeded position and will have to re-enter at the lowest point/division/ladder when the ban expires.
  3. General Conduct
    1. Players are expected to conduct themselves professionally at all time, giving due respect to all other participants/administrators/spectators/sponsors. Any action which might bring your team, the league, event organisers, Telkom Gaming or the league sponsor(s) into disrepute will result in a Class E-2 penalty.
    2. Abusive or disorderly behaviour, including any use of harassing, negative, or profane language, will not be tolerated and constitute grounds for a class E-2 penalty.
    3. Offensive/Trash talk is not permitted during matches or on the Digital Gaming League website. During matches, it is recommended that only team leaders communicate with their opponents (other than match etiquette such as "gg" and "glhf"). Accusations of misbehaviour must only be submitted directly to Digital Gaming League's Admin. Disputes must not be made public. Penalty: Class E-2.
    4. Nudity, hate speech, self-harm, dangerous organisations, bullying and harassment, sexual violence and exploitation, criminal activity, violence and graphic content are not allowed on the DGL website or related platforms, such as leagues. Class E-2 Penalty. 
  4. Recordings, media, publicity and taxes
    1. In registering for this tournament, each participant authorises the Organiser and the Promoter to use, publish and display his or her name and likeness and any footage, recordings and/or photographs of him or her recorded or taken during this tournament, or any reproduction or modification thereof, in any manner and medium throughout the world for advertising, trade, promotion, exhibition and any other lawful purpose.
  5. General Terms and Conditions

10.1.Your entry into the Digital Gaming League constitutes your binding acceptance of these terms and conditions on behalf of yourself and any person with whom you may simultaneously participate with or on your behalf and one or more additional persons (“your partner”).

10.2.Telkom reserves the right to amend these Digital Gaming League’ Terms and Conditions at any time and will publish same on our website (www.telkom.co.zawww.digitalgamingleague.co.za & www.telkomgaming.co.za) or make it available to Digital Gaming League subscribers on request.

10.3.These terms and conditions will be construed, interpreted and enforced in accordance with the applicable laws of the Republic of South Africa.

10.4.Telkom and its affiliates will not be responsible, and disclaim all liability, for any loss, liability, injury, expense or damage (whether direct, indirect, incidental, punitive or consequential) of any nature, whether arising from negligence or any other cause, which is suffered by your participation in the Digital Gaming League or the acceptance and/or use by you, or your partner (if applicable), by any action taken by us or any of our affiliates in accordance with the terms and conditions.

10.5.For purposes hereof, "affiliate" means our partners, promoters, copromoters and sponsors of this Digital Gaming League, our subsidiaries, our and their subsidiaries and respective holding companies, the subsidiaries of their holding companies, and our and their directors, officers, employees, agents and representatives.

10.6.With the consent of the winners, Telkom or its authorised agents may take, capture, record and/or use their names, voices, photographic images or video images for the purpose of marketing and publicity campaigns.

10.7.Telkom and our third party suppliers, as the case may be, reserve the right to vary, postpone, suspend, or cancel the Digital Gaming League and any prizes, or any aspect thereof, without notice at any time, for any reason which we deem reasonable in the circumstances. In the event of such variation, postponement, suspension or cancellation, you agree to waive any rights, interests and expectations that you may have in terms of this Digital Gaming League and acknowledge that you will have no recourse against Telkom, its affiliates and third party suppliers.

10.8.Telkom does not make any representations or give any warranties, whether expressly or implicitly, as to provide a prize, and in particular, but without limitation, makes no representations and gives no warranty that your entry or participation in the Digital Gaming League will necessarily result in you winning a prize;

10.9.Telkom will not be responsible for any costs or expenses which you, or your partner (if applicable), incur during and for purposes of your entry into the Digital Gaming League.

  1. Without limitation, Telkom or its affiliates are not responsible for any problems or technical malfunction of any computer on-line systems, servers, or providers, computer hardware or software failure or malfunction, traffic congestion (whether physical, or on the Internet, telephone lines or at any service provider, web site or other device or medium), or any combination thereof, or any other technical or other problems resulting from your or your partner’s (if applicable) participation in the Digital Gaming League.
  2. The Digital Gaming League and Telkom Gaming Terms and conditions apply.
  3. Right of admission reserved.
  4. The admins decision is final.
  5. Digital Gaming League reserves the right to modify any and all rule sets without notifying the contestants.
  1. Governing law and jurisdiction

11.1.These Conditions are governed by the laws of the Republic of South Africa and the parties submit to the non-exclusive jurisdiction of its courts for the resolution of any dispute, difference, controversy or claim arising in connection with these Official Rules, this tournament and/or the Prizes.

  1. Offenses and Penalties

12.1.Class A:

  1. Penalty: Permanent Suspension from ALL Telkom Gaming Domains, Platforms and Events.
  2. Reasons:
    1. Harassing Telkom Gaming Staff, including but not limited to:
      1. Threats directed at Telkom Gaming staff.
      2. Physically or verbally assaulting Telkom Gaming Staff.
      3. Any form criminal act directed at Telkom Gaming Staff. 
    2. Repeated Class B Offense.

12.2.Class B:

  1. Penalty:
    1. 3 Year Suspension from the game series (i.e. all Call of Duty games) in which the user was caught cheating. All matches in the most recent leg or ladder will be awarded to the opponents.
    2. The penalty kicks in from the date the ban was implemented by the relevant authority. If a ban was implemented more than three years ago, then no penalty is enforced.
    3. If the admins believe a ban was purposefully hidden until it had expired, the admins may enforce an additional 1 year suspension.
  2. Reason: Cheating – First Offense.

12.3.Class C:

  1. Penalty: 1-2 Year Suspension from DGL Platform and Events:
  2. Reasons:
    1. Match Fixing.
    2. Identity theft.
    3. Physical Assault.
    4. Breaking a Telkom Gaming non-disclosure agreement. 

12.4.Class D:

  1. Penalty: 6 months to 1 Year from DGL Platform and Events:
  2. Reasons:
    1. Major Code of Conduct breach.

12.5.Class E-1:

  1. Penalty:
    1. First offense: Warning
    2. Second Offense: 1 month ban
    3. Repeat offenses there after doubles the ban for each offense. 
      1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.
  2. Reason: Breaking Broadcasting Code of Conduct

12.6.Class E-2:

  1. Penalty:
    1. First Offense: Warning
    2. Second Offense: 1 Month Ban from competing in the DGL.
    3. Repeat offenses there after doubles the ban for each offense.  Offenses can stack. For instance, bringing the league into disrepute and swearing would count as two separate offenses.
      1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.
  2. Reason: Breaking the DGL Code of Conduct

12.7.Class F:

  1. Penalty:
    1. First Offense: Warning with information corrected by DGL.
    2. Second Offense: Match Forfeit for each match effected.
    3. Third offense: Match forfeit and the manager of the team must be replaced by another member of the same team or clan.
  2. Reason: Submitting incorrect, incomplete or false information on the DGL website.

12.8.Class G:

  1. Penalty:
    1. First Offense: Forfeiture of the match in question and a final warning.
    2. Repeat offense: Forfeiture of the match in question and a two match suspension.
  2. Reason: Failing to record match media.

12.9.Class H:

  1. Penalty:
    1. First offense: First and Final warning for the team and player.
    2. Repeat offense: Match forfeit & 3 match suspension for the offending player.
  2. Reason: Miscellaneous

Digital Gaming League General Rules

  1. Introduction
  2. Eligibility
  3. League Platform
    1. Team Line-ups
    2. Transfer Window
    3. Roster Submission
    4. Media Submission
    5. Result Submission
    6. Location Restrictions
    7. Promotion and Relegation
    8. Match Communications
    9. Match Extensions

3.10.Team ownership and placement

3.11.Retiring from an event

  1. Code of Conduct
    1. Cheating
    2. Banned Hardware
    3. Identity Theft
    4. Game Accounts
  2. Broadcasting
    1. Broadcasting code of conduct
  3. Ping Imbalance
  4. Match problems
  5. Divisions
  6. Server Providers
  7. Offenses and Penalties
  8. Masters Regulations
  9. Global Terms

 

 

1. Introduction

1.1. The Digital Gaming League (DGL) is an event aimed at providing gamers with a stable and reliable yearlong ranking platform. The DGL offers teams and players the ability to climb the ranks as they improve, taking on the best opponents in the country.

1.2. The DGL consists of four (4) legs, with each leg lasting roughly four weeks.

1.3. The terms and conditions herein, set out the rules and regulations which shall govern the DGL for 2016. By entering this competition, all applicants and players accept and agree to abide by these terms and conditions.  

1.4. Telkom Gaming’s terms of use apply at all times. Additionally, the DGL terms and conditions also apply at all times. Ensure you have read the DGL terms and conditions as it holds important information.

2. Eligibility

2.1. Players who are currently suspended/banned from the DGL website are not permitted to register for events on the DGL website.

2.2. All players who wish to compete in the DGL must have a valid DGL account. All required information on your profile must be filled in and completed. Failure to comply will result in a Class F Penalty.

2.3. Players may compete in more than one discipline (i.e. multiple games) and/or for multiple clans, but this will not impact our decision should you request an extension for a match deadline.

2.4. You may only represent one team (as a player/reserve/captain)/player per event (i.e. you may play for “ABC” in “Counter-Strike” event 1, as well as for “XYZ” in “Counter-Strike” Event 2. You may not play for teams “ABC” and “XYZ” in the same event).

2.5. Teams must make sure that any player that is recruited to their team must first be released by the player's previous team before playing any matches for the new team. A Team who uses a player (player/reserve/captain) that has not yet left his/her previous team in an official match will be given a Class G penalty.

2.6. You may only represent one team/player, per event, per match week (i.e. if you play for "ABC" and then transfer to "XYZ" you may not play for "XYZ" till the next match week (Match weeks run from Monday to Sunday). Failure to comply will result in a Class F Penalty.

2.7. Teams may only field players that are part of the teams official line-up (Official players are players that are registered to your team on the DGL website). Using an illegal player in an official DGL match will result in your team facing one of the following penalties:

2.7.1. Teams who field a player that is not part of their line-up but is part of another teams line-up will face a Class G Penalty.

2.7.2. Teams who field a player that is not part of their line-up and not part of any other teams line-up will face a Class F Penalty.

3. League Platform

3.1. Team Line-ups

3.1.1. Teams may only use players who are registered as part of their team line-up on the DGL website.

3.1.2. In situations where there is no roster locks or teams are in a transfer window, teams may only field players that were part of their line-up before the start of the match. Teams may not register a substitute/reserve during a match.

3.2. Transfer Window

3.2.1. Team captains are not permitted to change their team line-up during the competition. Exceptions to this rule apply during the "transfer window", where roster locks will be lifted so that teams may modify their line-up. The DGL may block a player transfer if it deems such action necessary.

3.2.2. Teams within the Second Division as well as the Ladder are not bound by roster Locks or transfer windows. These teams must still abide by the roster submission rules (section 3.3) and may not field a player who does not form part of their official team line-up the DGL website at the time of the match.

3.2.2.1. Refer to section 2.7 for information on the penalties on fielding a player that is not part of your official line-up.

3.2.3. Transfer Windows:

3.2.3.1. To be announced.  

3.3. Roster Submission:

3.3.1. Managers must submit the line-up used in a match using the roster submission module on the DGL web page specific to the match concerned.

3.3.1.1. The line-up must be submitted in full and with 100 per cent accuracy before the end of the match week.

3.3.1.1.1. If a match is played on the day of the deadline, users are given 24 hours from the start of the match to submit all required information.

3.3.2. Every single player who took part in the match must be logged on the roster submission module, including substitutes. If a player did not play, that player must not be included in the roster submission.

3.3.3. The captain, coach and manager (where applicable, please contact an admin to find out if a coach is allowed to be used before playing your matches) must be declared for each match. Each match may only have one captain at any given time. If a captain is subbed out, the new captain should be logged as a captain as well.

3.3.4. Teams must submit the correct roster and must not in any way attempt to abuse the system by submitting incorrect information.

3.3.5. Breaking any roster submission rules will result in a Class F penalty [3.2.2.1], unless otherwise stated.

3.4. Media Submission & Media Requests

            3.4.1 Media Submission

3.4.1.1. Teams must ensure that screenshots are available for every round (BF4)/map(CS/COD)/game(LoL/Dota2) played, showing all players. If a substitute is brought in to replace a leaving player, new screenshots must be taken to show the change.

3.4.1.2. Both teams/players must record (if supported by the game) every league match. Screenshots of both team’s line-ups and the scores must be taken. Each player who played in the match must individually upload their replay and screenshot files to the match page.

3.4.1.3. Game specific screenshot and recording requirements can be found in each respective game titles rule set.

3.4.1.4. Players who fail to record the required media mentioned in their respective game titles rule set will receive a Class G penalty.

3.4.1.5. Breaking any media submission rules will result in a Class F penalty, unless otherwise stated.

3.4.1.6. All uploaded match media must be in a high enough quality to be seen and understood clearly.

3.4.2 Media Requests

3.4.2.1. Teams may request their direct opponents ingame recording or demo after the match if the game supports this ingame function. The opponent must hand over the recording(s) within 48 hours of the match. If the recording is not provided, the team will be issued with a first and final warning.

3.4.2.2. Teams who request recordings must themselves first provide their direct opponents with their own recordings. 

3.4.2.3. Teams who request recordings have 48 hours to provide their recordings. Failure to first provide your teams recordings within the 48 hours of the initial request will result in a final warning for your team as well as making any requests for recordings null and void.

3.4.2.4. Teams must request the recording on the same day the match had been played.

3.4.2.5. Please note that an ingame recording is not a video or video capture. This rule does not apply to Battlefield 4. 

3.5. Result & Statistic Submission:

3.5.1. In the DGL, match weeks run from Monday 9am to Sunday (23:55). All matches for the specified week must be played and results submitted by no later than 23:55 Sunday.

3.5.2. If a match is played on the day of the deadline, users are given 24 hours from the start of the match to submit all required information.

3.5.3. Team managers must submit the correct results and statistics for each match before the match deadline is reached. Managers must submit a screenshot for each half/round showing the scores as well as evidence of the statistics and players used.

3.5.4. In the event that both teams/players submit different scores for the same match, the screenshots will be reviewed. If no usable evidence is attached, both teams will receive a Class G penalty.

3.5.5. Breaking any result and statistic submission rules will result in a Class F penalty, unless otherwise stated.

3.6. Location Restrictions

3.6.1. League

3.6.1.1. While the DGL primarily caters for Southern Africans, we do allow a limited number of international players per team. This is done to try and transfer international experience and techniques into the local teams knowledgebase. Only a limited number of international players may be fielded at any given time (see below).

3.6.1.2. Please note that players from outside of Southern Africa are not eligible for prizes which are won online. Players from outside of Southern Africa are welcome to participate at the Digital Gaming League Championships (Offline), provided they qualify.

3.6.1.3. Southern Africa includes the following countries:

3.6.1.3.1. South Africa

3.6.1.3.2. Botswana

3.6.1.3.3. Mozambique

3.6.1.3.4. Zimbabwe

3.6.1.3.5. Namibia

3.6.1.4. The following titles support limited players from outside of Southern Africa:

3.6.1.4.1. DOTA 2: Unlimited

3.6.1.4.2. League of Legends: 1 Player

3.6.2. Ladder

3.6.2.1. Teams/Players outside of Southern Africa are allowed to take part in Ladder tournaments under the following conditions:

3.6.2.1.1. Teams must state which country they are from in the team description.

3.6.2.1.2. Players must have their country selected on their profiles.

3.6.2.2. By accepting a challenge from a player/team outside of Southern Africa you are acknowledging that you are aware that there will be a greater latency between yourselves and that you forfeit the right to dispute any latency related issues that happen within a match.

3.6.2.3. Teams from outside of Southern Africa are not eligible for promotion into league divisions and will remain in the Ladder only.

3.6.1.3. Southern Africa includes the following countries:

3.6.1.3.1. South Africa

3.6.1.3.2. Botswana

3.6.1.3.3. Mozambique

3.6.1.3.4. Zimbabwe

    3.6.1.3.5. Namibia

3.7. Promotion and Relegation

3.7.1. Teams/players will initially be seeded according to their results from the previous leg.

3.7.2. Teams or players may elect to reject their promotion to a better ranked division if they feel they are not yet ready to take the step up. DGL reserves the right to enforce a promotion if the DGL feel the team in question is to highly skilled for the division they are in.

3.8. Match Communications

3.8.1. Teams/players must use the match page schedule module to book matches as all suggested times are logged. Your opponents will receive an email every time you propose a time on your match page. In the event of a match not taking place, the match page will be used by the league administrators to judge if teams & players have put enough effort into organising the match in question according to the DGL Match Booking and Penalty Points system. Please check your match page often as some users have reported that they do not receive emails from the DGL site.

3.8.2. Teams/players must make all efforts to contact their opponents via the Match Forum. If teams/players are unable to agree to a match time, the match defaults to Sunday 8.00pm (provided Sunday has not been deemed unavailable by Tuesday 8pm). With games such as Hearthstone and Dota 2 where groups have more than one match per week the following times will be used: First default time - Sunday 8.00pm / Second default time - Sunday 5.00pm.

3.8.3. Proposed times that are accepted at last minute (24 hours) are not binding and can be rescheduled, provided it is not the final day of the week. If it is the final day of the week and proposed times have not been accepted, if teams cannot come to a mutual agreement, then default times will be used.

3.8.4. Logs will be used to determine if a team is at fault for failing to arrange their match properly.

3.8.5. Rescheduling accepted match times can only be done by an admin, teams/players must contact the DGL through the Helpdesk for help in reseting accepted match times. (In most cases both teams/players must state on the match page that they wish to have help rescheduling a match).

3.9. Match Extensions

3.9.1. Under no circumstances will extension requests be granted to teams who booked to play their match later than Thursday or have not followed the booking guidelines correctly, resulting in the game not being played. Extensions must be requested before Thursday in the matches week.

3.9.2. Under no circumstances will extensions requests be granted in the final week of a Leg. All League matches must be complete and up to date by the last day of a Leg.

3.9.3. Each competitor is given two extension-card per leg of the competition. When an extension-card is used, the match is moved to Sunday 8pm in the following match week. If the new date is already booked by another match, the DGL admin reserves the right to select a new date. DGL admins will always strive to ensure the match is played on a Sunday at 8pm, however admins may in certain situations select a different day.

3.9.4. Teams who do not have reserves will not be granted (their own) extension requests. Reserves are there for a reason.

3.9.5. If an extension is requested due to a team's unwillingness to use their own reserves, the request will not be granted.

3.10. Team ownership and Placement

3.10.1. Due to no longer using the “Core Players” rule from 2015 as well as the way the website now handles teams and team ownership, the following rules have been introduced to handle the change-over.

3.10.1.1. If a clan has two teams competing in the same game title, both teams must be given unique names. Using team names such as “CSGO” and “Dota 2” will not be allowed when more than one team exists for the same title. 

3.10.2. Team Ownership:

3.10.2.1 The owner of the team is the person who holds the role "manager" in that team on the DGL website.

3.11. Retiring from an event

3.11.1. Teams who retire will lose their seeding and any subsequent re-entry will mean you start from the lowest tier.

3.11.2. Players/Teams who fail to play two weeks of matches in a row will be considered retired and will be disqualified from the event at the admins discretion.

4. Code Of Conduct

4.1. Cheating

4.1.1. Players who are banned by the Default Service Provider, the Developer (also known as a "Game Ban") and/or a third-party monitoring tool (such as PunkBuster/VAC) are not permitted to play in the Digital Gaming League unless the ban is more than three years old or for a game which the DGL has not held leagues for. You may appeal this ban by contacting the league admin. Teams who field banned players in their team line-up will face penalties or drop down two divisions.

4.1.2. If a player is suspended for cheating during a tournament or league, the following procedure is followed:

4.1.2.1. Matches where the player recently competed are identified.

4.1.2.2. The identified matches are overturned in the opponents favour.

4.1.2.3. The cheating player receives a Class B penalty.

4.1.3. The DGL does NOT operate an anti-cheat service. If you suspect a player is cheating, please forward your evidence to the relevant authority (Evenbalance/Steam). These companies have years of experience and vastly more advanced techniques for cheat detection that we do.

4.1.4. Penalty: Class B

4.2. Banned Hardware

4.2.1. No mouse with built in anti-recoil functions will be allowed at the Digital Gaming League Championships (FPS titles). Please ensure your mouse does not have this function.

4.2.2. Penalty: Class B

4.3. Identity Theft

4.3.1. In official matches all players must use the game account which is registered on their profiles. “Smurfing” is when a user uses a game account that is not registered on his profile at the time of the match and is strictly prohibited. Players & their team will receive a single warning and a repeat offense will result in the forfeiture of the match. Failure to use your team/clan tag will result in a single warning for the TEAM before forfeiture applies.

4.3.2. Players may not impersonate any other person. Any person found to be using another person’s identity (virtual or real) in order to compete will receive a 3-month ban from the DGL website and services. The team this person played for will be relegated to the ladder division after being disqualified and all their matches forfeited.  Please note that this rule's intention is to prevent users from taking another players identity in order to compete illegally in the original players place. We do not intent to penalise players who coincidently have the same nickname as another user. 

4.4. Game Accounts

4.4.1. Players must play using the same Game account (for example: Steam account, Battle.net account, Origin account, LoL Summoner name, XBOX Gamer tag or PSN ID) registered in their DIGITAL GAMING LEAGUE profiles. This is both to protect you from smurfing accusations and to help teams catch those who attempt to play in the name of other registered players. Failure to comply: Class F penalty. 

4.4.2. Steam ID's must be entered in the player profile before the match is played. Please see the section "Steam ID's" for further clarification as to what is needed.

4.4.2.1. All players must have their actual Steam 64 ID listed on their DIGITAL GAMING LEAGUE profile before any match is played. We explicitly want the Steam 64 ID shown on your profile. Any other versions of the Steam ID will not be accepted (Please see 4.4.2.7).

4.4.2.2. All players must ensure that same Steam 64 ID (account) is used when playing their match.

4.4.2.3. Teams are encouraged to check their opponents Steam ID's by typing "status" in console during the match. If a player plays using an incorrect Steam 64 ID, they can be penalised under our Smurf rules. A player who has no Steam 64 ID on his/her profile will be given a final warning. Failure to correct the issue by the users next match will result in a 2 match ban and a forfeiture of the match. 

4.4.2.4. You can get your Steam 64 ID here http://steamid.co/ or by following the steps here.

4.4.2.6. Players found to be using any other version of the Steam ID rather than their Steam 64 ID will be given one (1) final warning. If a player that has a final warning still has not updated his/her profile to show the correct Steam 64 ID the player will be given a two (2) match ban [Once the two(2) match ban has ended if the player has still not updated his/her profile the match ban will continue until the profile is updated], as well as the players team forfeiting that match.

4.4.2.7. Examples of Steam ID’s:

4.4.2.7.1. Incorrect type of Steam ID: STEAM_0:0:11716758

4.4.2.7.2. Incorrect type of Steam ID: http://steamcommunity.com/id/infyzaz

4.4.2.7.3. Correct type of Steam ID: 76561197983699244 (Note that the Digital Gaming Site will enter in a full URL when you enter in your Steam 64 ID to look like this - https://steamcommunity.com/profiles/76561197983699244)

5. Broadcasting

5.1. DGL will provide a list of preferred in-house broadcasters. Broadcasters on this list will always be given priority over other broadcasters.

5.2. All broadcasters must abide by our Broadcasting Code of Conduct.

5.3. Broadcasting Code of Conduct:

5.3.1. All broadcasters, including preferred broadcasters, must register to broadcast a match. Broadcasting a match without first registering will result in a Class E-1 penalty.

5.3.2. Broadcasters may not at any time prevent or hinder a preferred broadcaster from casting the match.  Class E-1 penalty.

5.3.3. Streamers must post the correct URL to view the stream prior to the match. Failure to post the URL of a streamed match will result in a Class E-1 penalty.

5.3.4. Broadcasters must post a post-match statement detailing what happened in the match, as well as their chosen Most Valuable Player.

5.3.5. Broadcasters may not:

5.3.5.1. Place the league into disrepute

5.3.5.3. Be biased in any way.

5.3.5.4. Be unprofessional.

5.4. Preferred broadcasters will always be given priority over other broadcasters.

5.5. Broadcaster Affiliation

5.5.1. Broadcasters and commentators may not broadcast matches, where a team is competing that has an affiliation with the broadcaster or commentator.

5.5.2. Broadcasters and commentators may not broadcast matches, where there is a clear conflict of interest that could potentially damage the DGL’s integrity or reputation.

5.5.3. Players who wish to broadcast their own gameplay:

5.5.3.1 Players may broadcast their match from their own perspective only.

5.5.3.2. At no point is a player allowed to broadcast a match from a spectator perspective.

5.5.3.3. To clarify, a player may never broadcast any video or information that is not already available to his own team mates.

5.5.3.4. For example, a player may not broadcast any information that is from a view-all perspective or that could be used by his own team or himself to gain an advantage over his opponents.

5.6. All broadcasters must be approved and agree to the DGL Broadcasting terms and conditions before they will be allowed to broadcast a match.

6. Ping Imbalance

6.1. Players are expected to have an average maximum response time of 120ms. If you’re in-game ping is consistently above this value, you must find a substitute for yourself and leave the server. 

6.1.1 Games that are excluded from this rule include: League of Legends, Dota 2 and Rocket league.

6.2. If you notice that your opponent has an unacceptably high ping, you may politely request that they fix it. They then have 1 round (COD/CSGO), 5 minutes (BF4/DOTA2/LoL), 3 minutes (StarCraft 2) or 2 minutes (Quake live) to correct the problem or they must disconnect from the game. You must take screenshots of your request and the game scoreboard/latency screen in order to lodge a dispute.

6.3. The only evidence DGL will accept to prove that your opponent has an unacceptable ping is YouTube/twitch video evidence showing that the ping is not just spiking, but is consistently over the limit. It should show at least 5 minutes worth of video with the ping measurement shown in the video at least once every 30 seconds.

6.4. Players who continue to experience high pings or connection issues on more than one occasion will be asked to find a solution to the problem before their next match. If the player does not correct the issue, he/she will be removed from the event. This rule has been introduced to improve the competitive environment.

7. Match Problems

7.1. Once your match has been booked, you are expected to be ready to play at the agreed time. Play must start within 15 minutes of the scheduled match time. The offending team/player will forfeit the match. We suggest that you and your team test your connection/game 10 minutes prior to the match to avoid delays. If a match is played after a team is more than 15 minutes late you are effectively forgiving the team for being late and forfeiting any chance to dispute the match for starting late. (amended for clarity 15-08-2016) 

7.2. Between games (maps), competitors have a maximum of 10 minutes to begin the next game (map). If a competitor prevents a game from beginning once the 10 minute ready-up period has expired, that competitor will forfeit the remaining games that have not been played.

7.3. Provided that you are still able to submit your match results by the deadline, teams/players may agree to postpone/reschedule a match. This should be posted on the match page so that admins are aware of the change and do not force you to forfeit.

8. Divisions

8.1. The league director may create an additional division if deemed necessary.

8.2. The league director may alter the size and number of divisions if deemed necessary.

9. Server Providers

9.1. The default service provider is Telkom Digital Gaming League. Third party servers may be used if the official servers lag or malfunction. Third party servers must not have any plugins or extensions which are not used by the default service providers.

10. Offenses and Penalties

10.1. Class A:

10.1.1. Penalty: Permanent Suspension from ALL Telkom Gaming Domains, Platforms and Events.

10.1.2. Reasons:

10.1.2.1. Harassing Telkom Gaming Staff, including but not limited to:

10.1.2.1.1. Threats directed at Telkom Gaming staff.

10.1.2.1.2. Physically or verbally assaulting Telkom Gaming Staff.

10.1.2.1.3. Any form criminal act directed at Telkom Gaming Staff. 

10.1.2.2. Repeated Class B Offense.

10.2. Class B:

10.2.1. Penalty:

10.2.1.1. 3 Year Suspension from the game series (i.e. all Call of Duty games) in which the user was caught cheating. All matches in the most recent leg or ladder will be awarded to the opponents.

10.2.1.2. The penalty kicks in from the date the ban was implemented by the relevant authority. If a ban was implemented more than three years ago, then no penalty is enforced.

10.2.1.3. If the admins believe a ban was purposefully hidden until it had expired, the admins may enforce an additional 1 year suspension.

10.2.2. Reason: Cheating – First Offense.

10.3. Class C:

10.3.1. Penalty: 1-2 Year Suspension from DGL Platform and Events:

10.3.2. Reasons:

10.3.2.1. Match Fixing.

10.3.2.2. Identity theft.

10.3.2.3. Physical Assault.

10.3.2.4. Breaking a Telkom Gaming non-disclosure agreement. 

10.4. Class D:

10.4.1. Penalty: 6 months to 1 Year from DGL Platform and Events:

10.4.2. Reasons:

10.4.2.1. Major Code of Conduct breach.

10.5. Class E-1:

10.5.1. Penalty:

10.5.1.1. First offense: Warning

10.5.1.2. Second Offense: 1 month ban

10.5.1.3. Repeat offenses there after doubles the ban for each offense. 

10.5.1.3.1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.

10.5.2. Reason: Breaking Broadcasting Code of Conduct

10.6. Class E-2:

10.6.1. Penalty:

10.6.1.1. First Offense: Warning

10.6.1.2. Second Offense: 1 Month Ban from competing in the DGL.

10.6.1.3. Repeat offenses there after doubles the ban for each offense.  Offenses can stack. For instance, bringing the league into disrepute and swearing would count as two separate offenses.

10.6.1.3.1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.

10.6.2. Reason: Breaking the DGL Code of Conduct

10.7. Class F:

10.7.1. Penalty:

10.7.1.1. First Offense: Warning with information corrected by DGL.

10.7.1.2. Second Offense: Match Forfeit for each match effected.

10.7.1.3. Third offense: Match forfeit and the manager of the team must be replaced by another member of the same team or clan.

10.7.2. Reason: Submitting incorrect, incomplete or false information on the DGL website.

10.8. Class G:

10.8.1. Penalty:

10.8.1.1. First Offense: Forfeiture of the match in question and a final warning.

10.8.1.2. Repeat offense: Forfeiture of the match in question and a two match suspension.

10.8.2. Reason: Failing to record match media.

10.9. Class H:

10.9.1. Penalty:

10.9.1.1. First offense: First and Final warning for the team and player.

10.9.1.2. Repeat offense: Match forfeit & 3 match suspension for the offending player.

10.9.2. Reason: Miscellaneous

10.10. Class I: Penalty:

10.10.1. Penalty:

10.10.1.1. Match forfeit for the team

10.10.2. Reason: Miscellaneous

11. Masters Regulations

11.1. The following documents remain in force for teams and players who are taking part in the Telkom Masters and have signed the necessary documents.

11.1.1. Rules and Regulations

11.1.2. Participant Document

11.1.3. Standard Player Contract

12. Global Terms

12.1. The Digital Gaming League Terms and conditions apply

12.2. Right of admission reserved at all times

12.3. The tournament directors decision is final

12.4. Digital Gaming League reserves the right to modify any and all rule sets without notifying the contestants