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The CS:GO Major Series Supplemental Rulebook

Version, May 2022


The goal of the Major is to bring together the best Counter-Strike players in the world to a LAN setting, provide them an opportunity to claim their title, and to demonstrate to millions of CS:GO players around the world just how high the Counter-Strike skill ceiling is.

The Major represents the pinnacle of Counter-Strike skill and provides an open invitation for the best in the world to participate regardless of their means or access.

Historically, the rules and requirements for Majors have been communicated publicly through different channels or to partners privately. By consolidating them into a single document, we hope to eliminate inconsistencies across Valve-sponsored events and allow tournament operators to prepare their staff well in advance of their events.

This document does not contain all of the rules of the tournament; only the ones we require to be uniform across all Major events. For the complete body of tournament rules for your event, contact the tournament organizer.

If you would like to contact the CS:GO team with questions or comments, feel free to send an email to csgoteamfeedback [at], with the subject #MajorsRule.

Table of Contents

TO Obligations

What is expected of tournament organizers with respect to this document.


The Tournament Organizer (“TO”) will include this document in its tournament rules. Event admins are expected to be familiar with the contents. Any conflict between these and other tournament rules are to be resolved prior to the publication of the event rules.


These are the main deliverables outlined in this document that are required of the TO, along with their due date (relative to the start of the event).

Deliverable Due RMR Major
Final Rosters 10 days prior
Agreements 48 hours prior
CoI Disclosures 24 hours prior
Final Rankings End of event
Server Demos End of event
Mugshots End of event


Rules and procedures for determining who is to participate in the events.


Invitations [MAJOR]

Major invites are sent to the teams of five players who earned an invitation from the most recent RMR. If a team used a substitute, an invitation is extended to the five who played in the last match they won.

A team cannot adjust their roster between the RMR and the Major. However, they can register a different coach or substitute player.

The Major features 24 teams

Invitations [RMR]

RMR invites are sent to teams of three or more players who played together in the Legends Stage of the previous Major. If a team used a substitute, the five players that are considered to have “played together” are the five who played in the last match they won.

World Regions

Separating world-wide competition into regions that allow players to compete with low latency is important to measure skill on a level playing field.

Regional Major Ranking events (RMRs) sort teams within their region, and the top teams from each region receive Major invitations.

RMR regions roughly correspond to their geographic equivalent. On the edges, countries should be assigned to the region that provides teams the lowest latency in qualifiers.

The 3 RMR regions are

In the event that the RMRs must be held online, there will be 5 RMR regions

Team Regional Assignment

A team’s region is determined by the citizenship of the majority of its players. In case of a tie, the team chooses between the two.

Regional Representation

The number of teams invited from each region depends on the performance of that region in the preceding Major. Legends and Challengers invitations are allocated according to the number of teams from the region that earned their respective position in the Major:

Teams that earn an invitation for their region (i.e., top 16 teams from the Major) are given a chance to defend their regional invitation at the following RMR. If a team is able to–and opts to–play in a different region, their previous region loses an invitation and their new region gains an invitation. In other words, teams that change regions take their invites with them.

Additionally, 8 Contender invitations are distributed to regions.

Region Legends Challengers Contenders
Europe 3
America 3
Asia 2
Totals 8 8 8

Note that for the purposes of RMR, regions represented by more than 8 teams will be subdivided into groups of 8 or less, so that each group can be resolved with one of the available RMR formats.

Invitation Process

Invitations will be sent to intact teams, per the invitation requirements above.

If a team declines an invitation, or is no longer intact, the next-highest ranked team receives their invitation. If there are no additional teams available then the remaining slots are to be determined by a last-chance regional qualifier.

Team Rosters

Team Requirements

Participant Manifest

The TO needs to collect the following of all registered participants and deliver them to Valve (Excel or CSV).

The TO must inform participants that this information will be transferred to Valve.

Player/Team Info

Player Nicknames

New players’ nicknames are to be registered and represented as they are commonly known in third party esports media (e.g., hltv and liquipedia). Players that have previously registered for a Major event and are using the same Steam account are to use their previously registered nicknames.

Team Names and Logos

Team names and logos are to be registered and represented as they are commonly seen in their own media and in third party esports media.

If there are multiple teams whose commonly known names share the same title sponsors, only one of them may use the title sponsor at the event.


Players and teams are required to accept the following agreement (verbatim) in order to participate in the event. The TO will distribute (physically or digitally) and collect signatures or equivalent from all registered participants and team representatives and deliver them to Valve. The acceptance must be legally binding (e.g., valid signatures).

1. Rights Release

1.1 (a) “CS:GO” means Counter-Strike: Global Offensive, and future versions thereof. (b) “Likeness” means my appearance, performance, name, biographical information, and statements, and any audio or video depiction produced by me (i) during the CS:GO event, or (ii) provided by me or my team to Valve Corporation (“Valve”) or the event operator. With respect to a team, Likeness also includes team trademarks, logos, or other team intellectual property that the team may decide to provide Valve or the event operator outside of the CS:GO Workshop.

1.2 I agree that Valve may use, distribute and display my Likeness (a) in CS:GO, or (b) in media relating to CS:GO or to a CS:GO event that Valve licenses or sponsors. I agree that Valve will retain these rights for so long as I continue to participate in CS:GO events. I also agree Valve may retain these right to use, distribute and display my Likeness related to historical CS:GO events forever. 

1.3 I agree that Valve has no obligation to submit to me any material using my Likeness for any further approval and that Valve may edit my Likeness as Valve deems reasonable for the uses permitted by paragraph 1.2. However, Valve is not obligated to make any use of any of the rights set forth in this agreement.

1.4 To the extent Valve and I separately agree to terms governing my Likeness depicted in a submission to the CS:GO Workshop, the agreement(s) regarding the Workshop will apply to the Workshop submission instead of this agreement.  

1.5 I warrant and represent that this release does not in any way conflict with any existing commitment on my part. Each team also warrants and represents that its players may make this without any conflict with any existing commitment on to the team or by the team.  

1.6 I agree that my promises are intended to have lasting effect as described in paragraph 1.2. The promises in this agreement will bind and benefit any heirs, successors and assigns of me or Valve.

2. Conflicts of Interest

2.1 Teams and players should not have any financial interest in the success of any team that they are competing against. To participate in this Tournament, players and teams are required to affirm that they have no conflict of interest (including any business entanglement such as shared management, shared ownership of entities, licensing, and loans) with any other participating team or its players. 

2.2 I am not currently aware of any conflict of interest that I might have with another participating team or any player on another participating team. If I currently have a conflict of interest, or become aware of one over the course of the event, I will immediately provide detail to the CS:GO development team explaining the nature of my relationship with the other party, and a plan for resolving the issue in the future. 


The TO is to collect any Disclosures of Conflicts of Interest that result from registration and make them publicly available.

Mugshots [Major]

The TO needs to provide Valve with player avatar images for all participating players.



The TO will not qualify, nor allow in any qualifying event, any player who has been “Valve Anti-Cheat” banned (“VAC Banned”) in CS:GO. Any player who is VAC Banned on any of their accounts must be approved in writing by Valve in order to be eligible to participate in the event. Any team on which a banned player has played during the period starting with the first qualifier and ending with the end of the event, will be banned (“Banned Team”). Valve also reserves the right to disqualify any player, team, broadcaster, commentator or producer in its sole discretion. The TO will immediately disqualify such person or team upon notice from Valve.
Any event winnings by such player or such Banned Team will be forfeit. No player from a Banned Team will be eligible to compete in the event with any other team.


Individuals (including coaches) that are prohibited from participation in the event are not to be employed or partnered with the TO for the event (including streaming partners). Nor are they to have access to team/staff-only areas.


Rules, procedures, and definitions that pertain to the format and structure of the competition.

Format [Major]

  1. Challengers Stage
    • Swiss bracket
    • 16 Teams
    • All Contenders and Challengers
  2. Legends Stage
    • Swiss bracket
    • 16 Teams
    • Top 8 from the Challengers Stage and all 8 Legends.
  3. Champions Stage
    • Single elimination bracket
    • Top 8 from the Legends Stage

Format [RMR]

The RMR format for a region is determined by the number of slots for that region. All teams not directly invited due to RMR position are to qualify in through open qualifiers. The formats are as follows:

Step 1: Assign Slots to Groups

In order to ensure that the resulting groups are as similar in strength as possible, the highest and lowest ranked invitation slots are paired and placed into a group, and this process continues for each subsequent group.

E.g., given 16 EUR regional slots, pair slots according to the rule above and split into two groups:

1 and 16 2 and 15
3 and 14 4 and 13
5 and 12 6 and 11
7 and 10 8 and 9

The resulting groups are:

1 2
3 4
5 6
7 8
10 9
12 11
14 13
16 15
Avg. Strength = 8.5 Avg. Strength = 8.5

Step 2: Assign Qualifying Teams to Groups

Within each RMR, the highest-ranked invited teams are paired with the lowest-ranked qualifying teams.

E.g., In opening matches, the top-ranked EUR1 team would be paired with the lowest-ranked qualifying opponent.

Eur 1 Eur 2
1 vs. 32 2 vs. 31
3 vs. 30 4 vs. 29
5 vs. 28 6 vs. 27
7 vs. 26 8 vs. 25
10 vs. 24 9 vs. 23
12 vs. 22 11 vs. 21
14 vs. 20 13 vs. 19
16 vs. 18 15 vs. 17
Swiss Bracket
GSL Group
Double Elimination Bracket
Single Elimination Bracket

Map Pick-Ban

All Major and RMR events are to use the following map pick-ban process for determining which map (bo1) or maps (bo3) are played.

Best of 1 Pick-Ban Process

  1. The higher seed team chooses to be Team A or Team B
  2. Team A removes 2 maps
  3. Team B removes 3 maps
  4. Team A removes 1 map
  5. Team B chooses starting side

Best of 3 Pick/Ban Process

  1. The higher seed team chooses to be Team A or Team B
  2. Team A removes 1 map
  3. Team B removes 1 map
  4. Team A picks the map 1
  5. Team B chooses starting side on map 1
  6. Team B picks map 2
  7. Team A chooses starting side on map 2
  8. Team B removes one map
  9. Team A removes one map
  10. Team B chooses starting side on map 3


Pre-event Seeding

Coming into the event, all 24 teams are seeded based on the Next Major Slot from the prior Major.

Stage Seeding

Mid-stage Seed Calculation

For all Swiss matchups (e.g., the Challengers and Legends stage, and Swiss RMR formats), after the initial matches, seed is determined (in order) by:

  1. Current W-L record in the stage
  2. Difficulty Score in the current stage
  3. Initial seeding of the current stage
Difficulty Score (Buchholz)

Each team’s Difficulty Score is tracked for the purpose of tie-breaking.

The Difficulty Score is the sum of current wins minus the sum of current losses for every opponent a team has faced.


Team A’s prior opponents are 2-0 and 1-1. Team A’s Difficulty Score is 2 (prior opponents have 3 wins total, and 1 loss total, so 3-1 = 2)

Team B’s prior opponents are both 1-1. Their Difficulty Score is 0 (prior opponents have 2 wins and 2 losses in total, so 2-2 = 0)

Therefore, if both Team A and B have the same win-loss record, Team A gets the higher seed because it played against teams that were more difficult to defeat.

Technical Specifications

Requirements that pertain to the technical setup, configuration, and execution of the RMRs and Majors.


The TO is to use the up-to-date in-game versions of the maps in the Active Duty Map Group.

Workshop maps

Players can have workshop maps on their competition machines provided that

  1. The workshop map was downloaded directly from the workshop by an event admin.
  2. The workshop map has a minimum of 100k (one hundred thousand) subscribers.
  3. The game is restarted in the presence of an admin before the competition match begin.



Network Restrictions

Competition PCs are to have no internet access aside from what is minimally required to log in to Steam and CS:GO and run the game.

PC Restrictions

Competition PCs are to be secured and managed by event staff and restricted down to what is minimally required to log in and run the game.

Windows Auditing

Setting up auditing rules should be done on player machines so if a player is called into question there are records of actions taken on the machine. It should be noted that on some hardware this could potentially cause performance issues so once auditing rules have been set the machines should be tested and benchmarked to ensure that the game will still run smoothly.

Client Settings


Clients should have the following convars set as such:

cl_invites_only_mainmenu 1
cl_invites_only_friends 1

Server Settings

Server Mods



All server convars are to be set to competitive defaults (cfg/gamemode_competitive.cfg) except for the following exceptions.

sv_minupdaterate                                       128
sv_maxupdaterate                                       128
tv_snapshotrate                                        128
tv_snapshotrate1                                       128
tv_enable                                              1
tv_enable1                                             1
tv_dispatchmode                                        0
sv_maxusrcmdprocessticks                               3    
sv_max_dropped_packets_to_process                      3
mp_freezetime                                          20
tv_broadcast                                           1
tv_allow_autorecording_index                           0
sv_steamauth_enforce                                   1
mp_autokick                                            0
sv_matchend_drops_enabled                              0
sv_damage_print_enable                                 0
sv_reliableavatardata                                  2
sv_invites_only_mainmenu                               1
mp_spectators_max                                      10
sv_matchpause_auto_5v5                                 1
sv_clockcorrection_msecs                               0
mp_overtime_enable                                     1
mp_warmup_pausetimer                                   1
mp_warmuptime                                          60
mp_halftime_pausematch                                 1
mp_competitive_endofmatch_extra_time                   155
mp_warmuptime_all_players_connected                    0
sv_spec_hear                                           4
tv_relayradio                                          0
sv_vote_allow_spectators                               1
sv_vote_issue_loadbackup_spec_only                     1
sv_vote_issue_loadbackup_spec_authoritative            1
sv_vote_issue_pause_match_spec_only                    1
sv_vote_creation_timer                                 25
sv_vote_failure_timer                                  25
sv_vote_command_delay                                  0
sv_occlude_players                                     0
sv_force_transmit_players                              1
sv_force_transmit_ents                                 1
mp_team_timeout_time                                   30
mp_team_timeout_max                                    4
sv_holiday_mode                                        0
cash_team_bonus_shorthanded                            0
game_mode                                              1
game_type                                              0
log                                                    on
mp_logdetail                                           3
mp_logdetail_items                                     1
mp_logmoney                                            2
sv_gameinstructor_disable                              1
sv_invites_only_mainmenu                               1
tv_allow_camera_man_steamid                            <STEAM_ID_OF_OBSERVER>


Match Log Setup [Major]

Servers must be configured to submit logs in order for the match results to present in the client to all users.

  1. Provide Valve the Steam ID of the account (“Admin”) that will be setting and submitting the match logs in order to enable the Control Room.
  2. Provide Valve a Web API key for the Admin account. If you don’t have one, create one here.

GOTV [Major]

Pre-event GOTV Testing

Below is a step-by-step test to confirm that GOTV and caster camera/audio are working correctly.

  1. Get a vanilla CS:GO game server install using SteamCMD >> app_update 740 validate.

  2. Create your game server login token for CS:GO AppID 730 at:

  3. Launch the game server using bash on Linux
    ./srcds_run -debug -game csgo -console +game_type 0 +game_mode 1 +mapgroup mg_dust247 +map de_dust2 -tickrate 128 +sv_setsteamaccount TOKEN_FROM_PREV_STEP +tv_enable 1 -ip

  4. On the game server enable GOTV camera man SteamID (and optionally set a shorter TV delay for testing):

    sv_spec_hear 4
    tv_delay 7
    tv_allow_camera_man_steamid STEAM_ID_OF_OBSERVER
    (optionally start GOTV+ broadcast upload)
  5. Connect players to the game server:

    • one player connect CT (connect XX.XX.XX.XX:27015)
    • tester connect to the GOTV port (connect XX.XX.XX.XX:27020) or start watching playcast
  6. Run the game on observer computer with -interactivecaster launch option

  7. Connect observer’s game to the server as spectator (connect XX.XX.XX.XX:27015, then press ‘M’ to switch to spectator, will appear on the scoreboard as ‘SPEC’)

    • Note that the game server will print the following line when your cameraman connects:
      Adding ID:XXXXXXXX to active caster list!
  8. Verify on the game server that players are connected as expected:

    map     : de_dust2
    gotv[0]:  port 27020, delay 7.0s, rate 32.0
    userid name uniqueid connected ping loss state rate adr
    2 1 "Player1" STEAM_1:1:XXXXXXX 11:35 14 0 active 786432 X.X.X.X:27005
    7 "GOTV" BOT active 32
    10 3 "Player2" STEAM_1:0:XXXXXXX 07:11 17 0 active 786432 X.X.X.X:27005


    --- GOTV[0] Status ---
    Online 11:01, FPS 128.0, Version 8378 (Linux)
    Master "GOTV", delay 7, rate 32.0
    Game Time 10:54, Mod "csgo", Map "de_dust2", Players 2
    Local Slots 128, Spectators 1, Proxies 0
    userid name uniqueid connected ping loss state rate adr
     2 1 "Viewer1" STEAM_1:1:3 07:37 35 0 active 196608 X.X.X.X:27005
  9. GOTV viewer should enable caster camera control and caster voice via scoreboard

  10. Observer should start switching camera and narrating the action

  11. GOTV viewer in our test sees camera switching and caster’s in-game voice narration matching the camerawork


Rules and procedures that pertain to the active administration of the tournaments.


Each team can substitute a player with their registered substitute once during the event.

Stage Integrity


The TO will prevent players from bringing any electronics (e.g., pagers, cell phones, etc.) aside from permitted gaming peripherals (mouse, keyboard, etc) to the competition area by employing a metal detector security detail at the entrance.

Any other items players wish to bring on stage must be inspected by the TO staff.

Team staff restrictions

Aside from the TO staff, only the five players and the team’s pre-registered coach are permitted in the competition area during event matches.

Coaches are not to communicate with (i.e., be seen, heard, or felt by) the players by any means at any time with the exception of warmup, half-time, and tactical timeouts.

Coaches that wish to call a timeout are to do so by notifying an admin.

In the case of any matches where event admins are not physically present (e.g. online matches), no team staff, including the coach, may be physically or virtually present or communicate with the players at any time during the match.

Match Log Submissions [Major]

Servers must be configured to submit logs and data is to be entered for each match.

Match Log Setup

  1. Provide Valve the Steam ID of the account (“Admin”) that will be setting and submitting the match logs in order to enable the Control Room.
  2. Provide Valve a Web API key for the Admin account. If you don’t have one, create one here.

Before Each Match

  1. Launch CS:GO from the Admin account, click on Watch, and then click on Control Room button.
  2. Fill out the stage, teams and map for the match about to be played. We suggest formatting the match password as follows: teamname1-vs-teamname2-stage-1-of-3-map
  3. On the server the match is to be played on, set the following convars.
log on
mp_teamname_1 <Team Name 1>
mp_teamname_2 <Team Name 2>
logaddress_token_secret <match password>
logaddress_add_http <Valve supplied URL>

After Each Match

Return to the Control Room and click the SAVE FINAL SCORE button. This will close out the match in the game for all users and allow them to claim souvenirs.

Post-event Tasks

Obligations that pertain to the completion of the tournaments.

Final Rankings [Major]

Final Major Rankings are determined by (in order)

  1. Position in Champions Stage
  2. Legends Stage W-L record
  3. Legends Stage Difficulty
  4. Challengers Stage W-L record
  5. Challengers Stage Difficulty
  6. Initial Seeding

Example: 2022 Antwerp

# Team Position W/LL DL W/LC DC Initial Seeding Next Major Slot
1 FaZe Clan Major Champion EUR1 #1
2 Natus Vincere Grand-finalist EUR2 #1
3 Team Spirit Semi-finalist 3-0 EUR1 #2
4 ENCE Semi-finalist 3-1 EUR2 #2
5 Ninjas in Pyjamas Quarter-finalist 3-1 EUR1 #3
6 Copenhagen Flames Quarter-finalist 3-2 3 EUR2 #3
7 Heroic Quarter-finalist 3-2 0 EUR1 #4
8 FURIA Quarter-finalist 3-2 -1 AMER #1
9 G2 Esports - 2-3 2 EUR2 #4
10 Team Vitality - 2-3 -4 EUR2 #5
11 Imperial Esports - 2-3 -7 AMER #2
12 BIG - 1-3 2 EUR1 #5
13 Cloud9 - 1-3 1 EUR2 #6
14 Outsiders - 1-3 -2 EUR1 #6
15 Bad News Eagles - 0-3 2 EUR2 #7
16 Team Liquid - 0-3 1 AMER #3
17 forZe - - - 2-3 4 EUR1 #7
18 Astralis - - - 2-3 3 EUR2 #8
19 MIBR - - - 2-3 -3 AMER #4
20 Complexity Gaming - - - 1-3 4 AMER #5
21 Eternal Fire - - - 1-3 -1 EUR1 #8
22 IHC Esports - - - 1-3 -5 ASIA #1
23 9z Team - - - 0-3 2 AMER #6
24 Renegades - - - 0-3 -5 ASIA #2
Major Invites for Fall 2022
Region Legends Challengers Contenders
Europe 1 4 2 2
Europe 2 3 4 1
America 1 2 3
Asia - - 2
Totals 8 8 8

Final Rankings [RMR]

Final RMR Rankings for Swiss Formats are determined by (in order)

  1. W-L record
  2. Difficulty
  3. Initial Seeding

Final RMR Rankings for all other formats are determined by final placements.

The final standings for each RMR must be delivered to Valve upon completion of the event.

Server Demos [Major]

Deliver to Valve.

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