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Call of Duty Rules

Multiplayer wagers are played to the Call of Duty League ruleset — the same modes, maps and restrictions the pros use. We did not write our own, because a ruleset players already know is one they cannot argue about afterwards. These sit on top of the House Rules, which apply to every game.

Where a match’s own agreed settings differ from anything here, the match settings win.

Modes

  • Hardpoint. Rotating capture point. First to the score limit.
  • Search & Destroy. No respawns. First to 6 rounds.
  • Overload. Carry the neutral objective to the enemy zone.

Maps

Hardpoint: Sake, Colossus, Den, Scar, Gridlock, Hacienda.

Search & Destroy: Den, Gridlock, Raid, Scar, Fringe, Sake.

Overload: Exposure, Scar, Gridlock.

A map is picked from the pool for the mode being played. Playing a map that is not in the pool for that mode is a replay if either side calls it before the game ends, and a forfeit if it is used to avoid one you were losing.

Kill races

  • Hardpoint or Domination only. Objective modes keep respawns constant, so a race is decided by aim rather than by who happened to find a lobby with more people in it. A kill race in any other playlist does not count.
  • One public lobby, same team. Both sides party up and queue together, then play on the same team. At the end the kills are compared — in a 2v2 each pair’s totals are added together.
  • No map veto. The playlist picks the map. There is nothing to agree and nothing to re-roll.
  • Play the objective or do not — either is fine. Only kills count. But throwing the game for your own side is still interference if it hands the other pair easier kills.

Series order

This applies to the CDL modes above, not to kill races. A series runs in a fixed mode order so nobody negotiates game by game: 1. Hardpoint · 2. Search & Destroy · 3. Overload · 4. Hardpoint · 5. Search & Destroy.

  • Best of one is Hardpoint unless both sides agree otherwise before starting.
  • Best of three takes the first three in that order.
  • Best of five takes all five.

Weapons

Allowed: Assault rifles, SMGs, Pistols, Melee, The designated competitive sniper only.

Banned: LMGs, Marksman rifles, Shotguns, Launchers, Every other sniper.

Restrictions come from two places and players treat them as one: the League’s written rules, and the GAs — the gentleman’s agreements the pros hold to beyond them. We enforce both. A match played to only the written half is not the game the other side thought they were accepting.

Restricted items

  • Blueprints and tracers. Banned outright, including CDL blueprints. Tracer rounds and visual effects change what your opponent can see of you, which is an advantage nobody agreed to.
  • Optics, lasers and attachments. Restricted to the competitive list. Anything outside it is treated as a banned weapon, not a cosmetic choice.
  • Wildcards. Perk Greed only. Every other wildcard is off.
  • Perks and equipment. Restricted to the competitive list. Most lethals and tacticals are off; field upgrades are allowed.
  • Scorestreaks. Restricted to the competitive list. If a streak is not on it, do not run it — using one forfeits the map.

Using a banned item forfeits that map, whether or not it changed the result and whether or not the game was played to the end. Check your class before you load in — “I forgot it was on” is not a defence anyone can verify.

Starting and no-shows

  • Both sides check in within 10 minutes of the match filling. Anyone who has not checked in by then forfeits and the pot goes to the side that showed up.
  • The host is drawn by a coin flip when the match fills, not given to whoever posted it. The host makes the private lobby and posts the code on the match page.
  • A side counts as present only when every player on it has checked in. If neither side checks in, the match is voided and every stake is returned.

Disconnections

  • Before the first round of a map: restart it. Nothing has happened yet.
  • Your own connection drops mid-map: the map stands and your side plays short. A rule that lets a losing team restart by pulling a cable is worse than the occasional unlucky drop.
  • A server fault or a game error that plainly is not one player’s connection is replayed from the score at the time. Screenshot the scoreboard immediately — without it there is nothing to restart from.
  • Disconnecting on purpose to force a replay is a forfeit and a ban.

Proof

  • PC players must stream and keep the VOD. No VOD in a dispute is a forfeit, whatever the scoreboard showed.
  • One uncropped frame of the end-of-game scoreboard per map, showing both teams and the score. Screenshot every map, not just the last one.
  • Submitting altered or fabricated proof is a permanent ban.

Changes mid-season

Map pools and restrictions move during a season. We update this page when they do — current as of 2026-09-07. If a setting changes and a match was played to what was published here on the day, that is what staff rule on. You are never penalised for playing to our own page.

Call of Duty Rules — NexArena