To promote competitive Battlefield and help grow the overall community, it is mandatory for at least one player from each team to stream their matches. Streaming increases transparency, allows admins to review gameplay when necessary, and helps showcase the skill, teamwork, and strategy of participating teams. It also helps attract new players, supporters, and future competitors, which strengthens the competitive scene and keeps the community active.
Stream sniping is strictly prohibited. Teams that can prove this is occurring in official matches will need to provide evidence to SnP admins. If this is proven, this will be treated the same as if a team was found to be harbouring a cheater, and may result in ban and disqualification from all SnP tournaments. Teams are recommended to put a 2 minute stream delay to prevent stream sniping.
Fair Play & Verification
The use of any form of cheating is strictly prohibited in all SnP tournaments. This includes, but is not limited to, software, hardware, external devices, exploits, or any other systems that provide an unfair or illegal competitive advantage. Any violation of this rule will result in an immediate disqualification and ban from all SnP tournaments.
The tournament administration reserves the right to select any match, team, or player for additional Fair Play verification. A player designated for verification must, prior to the start of the match, record and provide video evidence displaying their operating system's Task Manager and continue recording the entire match. All submitted recordings will be used solely for the purpose of verifying compliance with Fair Play regulations.
Any player or team that refuses, fails, or is unable to provide the required verification footage within the specified timeframe will be disqualified and banned from participation in any ongoing or future SnP tournaments.
Any player found to have used cheats or to have otherwise violated Fair Play rules during a match will receive a permanent ban from all SnP tournaments.
SnP Administration reserves the right to issue penalties to any player or team found violating tournament rules, engaging in cheating, or displaying toxic, abusive, or unsportsmanlike behaviour toward other participants or the administration.
Disputes & Support
All disputes will be handled by the SnP Admin Team on the SnP Discord.
Team leaders must open a ticket through the support channel.
Clear evidence must be provided in the form of screenshots or short video clips.
Teams must report and provide proof of any rule infractions after the map they occurred on, or penalties may not be applied.
SnP Administration reserves the absolute right to review player or team eligibility at any time and may deny, restrict, or revoke participation without prior notice if deemed necessary to uphold competitive integrity, tournament standards, or the spirit of the rules outlined above. SnP administration also reserves the right to issue rulings that may fall outside of, or override, the stated ruleset where it is considered essential to protect tournament integrity. All administrative decisions are final and binding.
Communication
All communication between team leaders must occur in the relevant discord match channel for their match. Teams not using this system for the time, server or map selection processes or for general communication between team leaders relevant to the match may be subject to a penalty.
The purpose of this rule is to ensure SnP Admins are able to monitor match progress and respond to issues or disputes in a timely manner.
Team Rosters
Each team may register a maximum of 24 players.
Each player must have an in-game BF6 rank of level 75 or higher.
Each registered player's registered username must match their Battlefield 6 in-game name.
Teams are allowed to have up to 3 out of region players during a match.
Any team or organisation submitting more than one roster must ensure each roster has a unique and clearly distinguishable name (e.g. Gamers Team 1 and Gamers Team 2).
The use of an ineligible player will result in an immediate match forfeit.
Any player found competing for two different teams in the same league will be immediately disqualified and permanently banned from all current and future SnP tournaments. Teams found to be harbouring said players may also face disciplinary action.
New players (players not competing in another team in a current SnP tournament) may be added to the roster at any time during the regular rounds of the tournament. New players are allowed to be added during finals.
Players may switch teams mid-tournament during the regular rounds, but will have a 14 day cooldown until they are allowed to compete. Players are not allowed to switch teams during finals. If the 14 day cooldown period ends after the end of the final round, the player will be ineligible for finals, and the cooldown period resets for the next season.
T8 League Overview
The league will run from 26/07/26 to 06/09/26.
Each team will play one game per week, for a total of 5 games.
Each team will have the opportunity to negotiate a match date and time with their opposing team.
Each match will be played in a 'Best of 3' format. The match is won by the team with the greater number of map wins.
In the event of any forfeits during the regular season, the victorious team will win by 50% of the total ticket count across both rounds (eg. in T8, each team starts with 350 tickets, therefore in the event of a forfeit, the winning team would win the match by 350 x 4 * 50% = 700 tickets.
At the conclusion of round 5, the regional champion will be determined by the team with the highest points. In the event of a tie, the OW% will be used first, and if that is a tie, then the total ticket differential count of the regular season of both teams.
The top 2 teams of each region will qualify for the world championship. The brackets will be combined into a finals bracket, where teams will compete to become the world champion.
T8 League Match Scheduling
The bracket is published early Monday morning each round.
Both team leaders must engage in and complete the time, map and server selection process by Wednesday 11:59 PM GMT each week. The match must be complete by the end of the round (Sunday 11:59PM GMT).
Both team leaders are responsible for finalising the selections before the deadline. Each team leader is required to notify SnP (via the relevant discord match channel) of the selection process results.
If SnP does not receive the match time, server and map selection process results from both teams prior to the deadline, the SnP admins will assign the default game time, default server, randomly select three maps and notify both teams of the outcome.
If one team attempts to initiate communication but receives no response before the deadline, that team must notify the SnP admins prior to the cutoff. If they can provide evidence that the opposing team made no attempt to engage in the match schedule processes, or complete the process by the deadline, the SnP admins may grant full map selection rights to the team that made the initial communication. If this occurs, the final map selections must be communicated to SnP admins by Thursday, 11:59 PM GMT, after which SnP will advise the non-communicative team of the selections. The match will be scheduled at the default game time on the default servers.
If a team does not attend the agreed game time, they will forfeit the round and a win will be awarded to the team that did attend. Screenshot evidence is required to be forwarded to SnP admins by the team that did attend the match.
If both teams fail to complete their match within the specified round time, both teams will forfeit the round.
Time Selection Process
Match Scheduling T8 /T12
Default Match Time: Sunday at 9:00 PM GMT.
Australian Teams: Matches against Australian teams will default to Saturday at 9:00 PM GMT.
Flexible Scheduling: Teams are encouraged to arrange their matches at any mutually agreed day and time from Monday through Sunday.
If both teams cannot reach an agreement, the applicable default match time will be used.
Server Selection Process
The match server for map 1 and 2 will be hosted according to the following list: EU vs ME – Frankfurt
EU vs SA – NA East
EU vs APAC – NA East
EU vs NA – One NA East, one London
EU vs EU – London, Frankfurt, or both (both team leader discretion)
NA vs NA – NA East, NA West, or both (both team leader discretion)
NA vs ME – London
NA vs SA – NA East
NA vs AUS – NA West
SA vs ME – NA East
SA vs APAC – NA West
APAC vs ME – Singapore
EU = Europe
NA = North America
SA = South America
APAC = Asia Pacific
ME = Middle East
The above server list may be altered if both team leaders agree. The lower team hosts the first map. The higher team hosts the second map. Note: the ‘lower team’ in the first round is the lower seed, in the regular season is the team lower on the ladder, and in finals is the lower seed.
If the match progresses to a third map, then the third map will be played as follows: map 3 first half hosted by the lower team, map 3 second half hosted by the higher team (according to server matching rules)
Map Selection Process
The lower team bans one map
The higher team bans one map
The lower team selects the first map to be played
The higher team selects the second map to be played
The lower team bans one map
The higher team bans one map
The lower team bans one map
The higher team bans one map
The remaining map will serve as the decider (Map 3), if required
Note: the 'lower team' in the first round is the lower seed, in the regular season is the team lower on the ladder, and in finals is the lower seed.
This schedule repeats for 5 rounds until each team has completed their 5 matches.
T8 Finals Overview
FINAL STAGE – TOURNAMENT FORMAT
Global Bracket
Depending on the total number of teams participating in the tournament, the Top 4 or Top 8 teams will advance to the Final Stage.
If the tournament uses a single global bracket, teams will be seeded according to their final standings and matched as follows:
1st vs 8th
2nd vs 7th
3rd vs 6th
4th vs 5th
If only four teams qualify, the semi-finals will be:
1st vs 4th
2nd vs 3rd
Regional Brackets – Global Final Stage
If the tournament is divided into two regional brackets (North America and Europe), the Top 4 teams from each region will advance to the Global Final Stage.
Teams will be matched according to their final regional standings:
Quarter-finals
Match A: 1st NA vs 4th EU
Match B: 2nd NA vs 3rd EU
Match C: 3rd NA vs 2nd EU
Match D: 4th NA vs 1st EU
Semi-finals
Semi-final 1: Winner of Match A vs Winner of Match B
Semi-final 2: Winner of Match C vs Winner of Match D
Grand Final
Winner of Semi-final 1 vs Winner of Semi-final 2
Third-Place Match
The tournament will include a Third-Place Match between the two teams that lose in the semi-finals.
The winner of this match will finish in 3rd place, and the losing team will finish in 4th place.
General Rules
All qualifying teams will be seeded according to their final regional or global standings.
Match pairings will follow the format specified for the tournament.
Teams must follow all standard SNP tournament rules throughout the Final Stage.
The tournament administration reserves the right to clarify or adjust the format when necessary, with any changes communicated to participating teams in advance.
T8 Finals Schedule
The schedule will be as follows:
Monday 31/08 8am GMT - Quarter final round commences
The lower team will host the first map, and the higher team will host the second map. In the event of a tie, the team with the higher ticket differential across map 1 and 2 will host the third map (unless a different agreement is made by both team leaders).
Note: the 'lower team' in the first round is the lower seed, in the regular season is the team lower on the ladder, and in finals is the lower seed.
The higher team will choose the starting side (NATO or PAX) on the first map, the lower team will choose the starting side on the second map. In the case of a third map, the team with the higher ticket differential across map 1 and 2 chooses the side.
Servers must be password protected. If the team who creates the server does not password protect it, and an ineligible player joins the server, that team will immediately forfeit the round.
Teams have 15 minutes from the time the server is communicated to the opposing team to load their entire team into the server. This includes loading into the server when changing hosts or servers between rounds. SnP expects teams will be reasonable with this given the inherent issues with the game. Only in extreme or repeat circumstances will SnP admins intervene.
Once all players have joined the server and both teams are ready, both teams must agree to 'Ready' (r) or 'Live on Restart' (LOR). Once the restart has occurred, the round is considered live.
Upon server restart, if either team has an issue (such as player disconnection, black screen bug, spectator bug, etc.), teams have 30 seconds to call 'Not Live' (NL) in global chat. After 30 seconds has passed on the match timer, the round will continue unless BOTH teams agree the round is 'Not Live'. If a team calls 'Not Live' after the 30 seconds has occurred, and the other team does not acknowledge this, the round will remain 'live'.
On completion of the match, both team leaders are required to enter and confirm the result, along with screenshots of the final score at the end of each round of each map. Both teams are required to enter the total score in maps won to each team (eg. 2-0 or 2-1), and the total ticket differential. The total ticket differential is calculated by adding the winning team’s total tickets and subtracting the losing team’s total tickets.
For example, Team 1 wins map 1 250-0 and 120-0, Team 2 wins map 2 0-80 0-60, and Team 1 wins map 3 200-0 and 0-20. The final result is a 2-1 win to Team 1. The total ticket differential is (250+120+0+0+200+0) - (0+0+80+60+0+20) = +410.
Match Problems
If the game servers are unavailable, or the correct region match server cannot be accessed, team leaders must inform SnP admins. The match will be rescheduled by SnP admins with the consultation of both team leaders.
If the game servers crash before 50% of the tickets on one team have been burned (eg. If both teams start with 600 tickets and both teams are still above 300 tickets), the half must be replayed.
If the game servers crash after 50% of the tickets on one team have been burned (eg. If both teams start with 600 tickets and one team is below 300 tickets), the half is considered complete. The score at the time of the crash will be used in conjunction with the score of the other half to determine the map winner. Evidence of the score prior to the server crash must be provided to SnP admins.
If a player disconnects during a match, they must attempt to reconnect as soon as possible.
If a player disconnects and is unable to reconnect, the team is prohibited from replacing that player until the completion of the round. On completion of the round, teams may substitute an eligible player for the disconnected player.
T8 Restrictions
The following items are banned from the competition. The majority of these are banned in-game, however some are not due to Portal limitations.
Weapons are class locked as follows:
Assault: Assault Rifles + Carbines
Engineer: SMGs + Carbines
Support: LMGs + Carbines
Recon: Snipers + Carbines
Any weapons or gadgets that are released mid-season are banned until the end-of-season review.
The penalty for use of a banned item is 20 tickets per use/kill.
For the purposes of this rule, buildings are described in 'storeys'. The 'first storey' is also known as the "ground floor", the part of the building level with the ground. The 'second storey' is the level directly above the ground floor, and so on.
Any position that is the highest point of a building is considered a rooftop.
The rules below are based on the map pre-destruction.
Violation of this rule will result in a 50 ticket penalty per player per intentional use. There will be an additional 50 ticket penalty per kill while the player is in the restricted area. Repeated violation of this rule may result in a forfeit of that map at admin discretion. Teams are required to provide evidence in the form of a screenshot or short video if lodging a dispute.
Note: "Use" is defined as physically stepping on the prohibited location.
Note: "Intentional use" will be determined at admin discretion. There is a known bug where if squad spawning and there is no accessible spawn area, the game can spawn you on the roof or balcony above. This is not considered 'intentional use' and provided the player immediately vacates the banned area, no penalty will be issued.
Siege of Cairo
All building rooftops are prohibited
Exception: Shacks and huts are allowed
Exception: The exposed rooftop on the centre building behind Objective C is allowedAllowed: the exposed rooftop on the centre building behind Objective C.
The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibitedProhibited: the 3rd storey and above, rooftops, balconies, patios and awnings.
Balconies, patios or awnings that are level with the first and second storey of buildings are allowedAllowed: balconies, patios and awnings level with the 1st and 2nd storey.
Iberian Offensive
All building rooftops are prohibited
Exception: Shacks and huts are allowed
The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibitedProhibited: the 3rd storey and above, rooftops, balconies, patios and awnings.
Exception: The 3rd storey of the single dwelling near B flag is allowedAllowed: the 3rd storey of the single dwelling near B flag.
Balconies, patios or awnings that are level with the first and second storey of buildings are allowedAllowed: balconies, patios and awnings level with the 1st and 2nd storey.
Operation Firestorm
All building rooftops are prohibited
The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibitedProhibited: the 3rd storey and above, rooftops, balconies, patios and awnings.
The largest tower in the eastern uncap is prohibitedProhibited: the largest tower in the eastern uncap.
Manhattan Bridge
All building rooftops are prohibited
Exception: Shacks and huts are allowed
The 2nd storey and higher of all buildings is prohibited
All balconies, patios or awnings are prohibited
Liberation Peak
Use of all the large rocks is prohibitedProhibited: use of all the large rocks.
Eastwood, Mirak Valley, Rail to Golmud and Hagental Base
No restrictions
Spawn Killing
Any team that deliberately destroys a vehicle in spawn will be deducted 50 tickets. Vehicles in motion or shooting are excluded from this rule. To prevent abuse of this rule, any violation must be supported with video proof. Screenshots will not be accepted.
Vehicle Stealing
Stealing a vehicle from the enemy spawn area is not permitted. Any team that steals an enemy vehicle from their spawn area will forfeit the round. Evidence of this must be submitted to SnP admins. Stealing vehicles in the playable area is permitted.
These are the maps that are selected for official matches, teams can agree to play different ones but if they can not agree it will have to be what the ladder selected from this pool.