All rules

Facem Circuit Rules

Version 1.0 · Effective June 16, 2026

1. Scope, Acceptance & Season Registration

1.1. These Circuit Rules (the "Rules") govern all competitive matches played on the Facem Circuit, the regular Facem ladder where registered teams play VALORANT matches, gain or lose Facem Points (FP), and progress through a permanent seasonal ranking.

1.2. The Facem Circuit is a league for VALORANT teams. Throughout these Rules, the terms "matches", "circuit", "ladder", and "league" describe how competition is organized and played.

1.3. Registration constitutes acceptance. When a team's owner, captain, coach, or manager registers a team for a season on facem.gg, they do so on behalf of the entire team. From the moment of registration, the team and every individual listed on its roster are bound by these Rules in full, including all members added later during the season.

1.4. By registering, the registering member confirms that they are authorized to enter the team into the season and that they have read, understood, and accepted these Rules on behalf of the team.

1.5. Season-bound participation. Only teams registered for the current season may compete in that season's circuit. Registration for one season does not carry over automatically; teams must re-register for each new season.

1.6. When you can register. Teams may register before the season starts, and may also join at any time while the season is ongoing - registration stays open until the season ends. Season start and end dates and any per-season specifics are published on facem.gg. Facem administration is referred to as the "Admins".

1.7. Ignorance of these Rules is not a valid defense. It is each team's responsibility to keep informed of the current version of the Rules and any published updates.


2. Team & Roster Eligibility

2.1. Roster size. Each team must maintain a roster of a minimum of 5 players and a maximum of 8 players (5 starters + up to 3 substitutes). A team that drops below 5 eligible players is not in good standing and may be unable to play its matches.

2.2. Players vs. staff. Roster members are classified as either:

  • Players - individuals eligible to be fielded in a match. Only players may occupy the five in-game slots during a match.
  • Staff - non-playing roles such as coach and manager. Staff may register the team, coordinate matches, communicate with Admins, and (where the lobby setup permits) coach during a match. Staff do not normally play, unless they are listed as a player on the roster or are filling in occasionally under Section 9.

2.3. A single individual may hold both a staff role and a player role, but their eligibility to play is determined solely by their listing as a player.

2.4. Roster identity via Riot ID. Every player on a roster must be registered with their exact, current Riot ID (Name#Tag). The Riot ID is the player's binding competitive identity on the Circuit.

  • Each Riot ID may be listed on only one team at a time.
  • Players must play under the exact Riot ID listed on the roster. Playing under any other account is prohibited (see Section 9).
  • If a player's Riot ID changes, the roster must be updated before that player participates in their next match.

2.5. Roster changes. Roster additions, removals, and substitutions are managed through facem.gg and take effect once saved.

2.6. One team, one identity. A player may not appear on, or play for, more than one team in the same season without explicit Admin approval. Apart from the occasional unregistered fill-in allowed under Section 9, fielding players who are not on the team's roster is a forfeit-level violation (see Section 8 and Section 9).

2.7. Eligibility of accounts. All accounts used in matches must be in good standing with Riot Games and must comply with VALORANT's Terms of Service. Accounts that are banned, suspended, or otherwise restricted by Riot may not be used.


3. Match Format (BO1)

3.1. All Circuit matches are Best-of-1 (BO1): a single map decides the match.

3.2. A match is played 5v5. Each team must field five players; a team that cannot field five forfeits the match (see Section 8). Players must normally be on the team's roster, with the occasional unregistered fill-in allowed under Section 9.

3.3. The match is played in full standard competitive format (attack and defense halves plus any overtime as configured below). The team that wins the map wins the match.

3.4. Overtime. Matches are played with overtime enabled so that every match produces a winner. There are no draws on the Facem Circuit; a match must resolve to a win for one team and a loss for the other.

3.5. A match is considered started once the in-game map has loaded and the first round begins. Disconnections and technical issues before and during the match are handled under Section 5 and Section 6.


4. Map Pick & Ban (Veto) Procedure

4.1. Before each match, the two teams complete a map pick & ban (veto) to determine the single map to be played.

4.2. The veto is conducted on facem.gg, in the match lobby, using the current active competitive map pool published on facem.gg for the season.

4.3. Default BO1 veto sequence. Unless a different sequence is published for the season, the veto for a BO1 proceeds by alternating bans until one map remains:

  1. Team A bans one map.
  2. Team B bans one map.
  3. Team A bans one map.
  4. Team B bans one map.
  5. Teams continue alternating bans until a single map remains.
  6. The final remaining map is the map played.

4.4. First-action assignment. Which team bans first is determined by the Facem platform.

4.5. Side selection. On the decided map, the side (attack or defense) for the first half is chosen by the team that did not decide the map (the team that did not make the final ban).

4.6. Teams must complete the veto within the time allotted on the match page. Failing to act in time is treated as a forfeit - not an auto-pick - so that teams stay responsive and available for their match.

4.7. The result of a properly completed veto is final. Teams must play the map produced by the veto.


5. Match Sessions & Availability

5.1. Live sessions, not scheduled matches. For now, matches are not individually scheduled. They are played live during the open matchmaking window announced on facem.gg; there are no pre-scheduled matchdays.

5.2. Availability. While searching for and playing a match, a team must have five players ready. Once matched, both teams proceed promptly to the veto and lobby setup within the session.

5.3. Finishing after close. A match that has already started may continue and finish after the matchmaking window has closed - teams complete the match they are in.

5.4. Coordination on Facem. All match coordination (veto, lobby, results) happens on facem.gg so that it can be referenced in the event of a dispute.


6. Lobby & Server Setup - Required Settings

6.1. The match is played in a custom game lobby created according to the settings below. The team designated by Facem in the match lobby creates the lobby and invites the opposing team.

6.2. Server selection. The lobby should be hosted on the fairest server for both teams (the lowest mutually acceptable ping). If the teams cannot agree, the match is played on Frankfurt.

6.3. Required lobby settings:

  • Mode: Standard / Competitive ruleset.
  • Map: the single map produced by the veto (Section 4).
  • Overtime: enabled (win-by-two / standard tournament overtime).
  • Tournament Mode: enabled where available.
  • Team size: 5v5.
  • Cheats: enabled - solely to allow legitimate technical pauses. The pause function must never be used as a strategic timeout, ghost mode is strictly forbidden, and no other cheat or command may be used. (Further settings may be specified.)

6.4. Coaches & observers. Coaches are allowed in their dedicated coach slots. Observers are not allowed, except accounts holding official Facem accreditation (more information on this to come). Any unauthorized spectator must be removed before the match begins.

6.5. Match record. A screenshot of the final scoreboard is mandatory. Admins may also request VODs or match IDs. Failure to provide requested evidence may count against a team in a dispute.

6.6. Any deviation from required settings that materially affects fairness may result in a replay or a ruling by an Admin.


7. Result Reporting & Disputes

7.1. Reporting. After a match, the winning team posts its final-scoreboard screenshot on facem.gg. The opposing team then validates the score or contests it.

7.2. Confirmation. The opposing team confirms or contests the reported result. An unconfirmed result may be finalized by an Admin.

7.3. Evidence. Final scoreboard screenshots and/or match IDs are the primary evidence for a result. Teams should retain this evidence until the result is finalized.

7.4. Disputes. If teams disagree on a result, or if a rule violation is alleged, a dispute is raised by opening a ticket on the Facem Discord server (for now). A dispute must include a clear description and any supporting evidence.

7.5. Resolution. Admins review disputes and may request additional evidence, interview participants, order a replay, correct the recorded result, or apply sanctions. Admin rulings on disputes are final (see Section 14).

7.6. Falsifying results. Reporting a false result, or refusing to report a clear result to delay or manipulate standings, is a serious violation subject to sanctions under Section 14.


8. No-Shows, Lateness & Forfeits

8.1. Lateness allowance. As there is no fixed schedule, the match lobby on facem.gg shows a maximum start time. A team must be ready with five players within fifteen (15) minutes of that announced start time.

8.2. No-show. A team that fails to appear, or fails to field five eligible players, within the lateness allowance is recorded as a no-show and forfeits the match.

8.3. Forfeit result. A forfeited match is recorded as a loss for the forfeiting team and a win for the opponent, with FP consequences applied under Section 11. Admins may apply a standard forfeit scoreline for record purposes.

8.4. Mutual no-show. If neither team is ready within the allowance, both teams take the forfeit penalty: no win is awarded and the FP penalty applies to both.

8.5. In-match abandonment. A team that leaves a match in progress, or that intentionally fails to continue, forfeits the match. Genuine technical issues are handled under Section 6.6 and at Admin discretion.

8.6. Repeated no-shows. Repeated no-shows or forfeits damage the integrity of the ladder and may lead to additional sanctions up to removal from the season (see Section 14), independent of reputation impact (Section 12).


9. Substitutes, Ringers & Account Integrity

9.1. Eligible participants. Players should normally be listed on the team's roster (Section 2), and substitutes should be added to the roster before they play.

9.2. Occasional fill-in. A team may occasionally field one player who is not on its roster - for example a stand-in (who may be a staff member) to complete the five. This must stay occasional and limited to a single player per match; it must not be used to bring in stronger unregistered players on a recurring basis. Repeated or abusive use is treated as ringer use and may be sanctioned (Section 14).

9.3. Play under your own Riot ID. Every player must play under the exact Riot ID listed for them on the roster. Playing under another person's account, or under an unlisted account, is prohibited.

9.4. No smurfing. Using an alternate, secondary, or rank-disguising account ("smurfing") in a Circuit match is prohibited. Players must compete on their genuine, rostered account and identity.

9.5. No account sharing. Account sharing in matches - one person playing on another person's account, or multiple people using a single account - is prohibited. Each rostered player represents themselves only.

9.6. Identity falsification. Misrepresenting who is actually playing (impersonation, hidden substitutions, disguised identities) is a serious integrity violation subject to match forfeiture, FP penalties, and possible removal under Section 14.

9.7. Account integrity violations may also be reported to Riot Games where they breach VALORANT's Terms of Service.


10. Cheating, Bugs & Exploit Abuse

10.1. Zero tolerance for cheating. Any use of cheats, hacks, unauthorized third-party software, or external assistance that provides an unfair advantage (including but not limited to aimbots, wallhacks, triggerbots, radar tools, and macros that automate gameplay) is strictly prohibited.

10.2. Bug and exploit abuse. Intentionally abusing game bugs, glitches, map exploits, or unintended mechanics to gain an advantage (for example, reaching unintended positions, exploiting collision or ability glitches) is prohibited. If a team is unsure whether a tactic is allowed, it should ask an Admin before using it.

10.3. Match-fixing & manipulation. Deliberately losing, prearranging results, manipulating FP outcomes, or any form of match-fixing is strictly prohibited.

10.4. Consequences. Confirmed cheating, exploit abuse, or match manipulation results in match forfeiture, FP penalties, and may result in removal of the player and/or team from the season, and bans from future seasons.

10.5. Riot enforcement. A Riot/VALORANT ban does not override Facem rulings; Facem may apply its own sanctions independently of any action by Riot Games.


11. Facem Points (FP), Ranking & Standings

11.1. Facem Points (FP). Teams earn and lose Facem Points based on match results. FP is the basis for the team's position on the permanent seasonal ranking.

11.2. Per-match FP. Winning a match awards FP; losing a match deducts FP. The exact FP values and any rating/adjustment factors (for example, opponent strength) are published per season and may be tuned between seasons.

11.3. Forfeits and sanctions. Forfeits (Section 8) and rule violations (Sections 9, 10, 14) carry FP consequences. A forfeit is treated as a loss for FP purposes, and Admins may apply additional FP penalties for misconduct.

11.4. Standings. Teams are ranked in the seasonal standings primarily by FP. Tie-breakers (for example, head-to-head results, number of matches played, or win rate) are published per season.

11.5. Permanent seasonal ranking. A team's progression accumulates over the course of the season. FP and standings are specific to the season; a new season starts fresh.

11.6. Corrections. Admins may adjust FP and standings to correct errors, reverse fraudulent results, or apply sanctions. Such corrections are final once issued.


12. Reputation Ratings (Post-Match)

12.1. Opponent reputation system. After each match, teams may rate their opponent on a set of reputation criteria, including:

  • Punctuality - did the opponent show up and start on time?
  • Fair play - did the opponent compete honestly and respect the Rules?
  • Communication - was the opponent responsive and clear in coordinating the match?

12.2. Purpose. Reputation ratings help the community identify reliable, sportsmanlike teams and surface persistent problems (chronic lateness, toxicity, uncooperative behavior). Reputation is a community signal and is separate from FP.

12.3. Honest ratings. Reputation ratings must be given in good faith and reflect the actual match experience. Coordinated, retaliatory, or fraudulent rating manipulation is prohibited and may be sanctioned.

12.4. Admin use. Admins may consider reputation trends as supporting context when investigating disputes or repeated misconduct, but a low reputation alone is not a substitute for evidence in formal rulings.


13. In-Match Conduct & Communication

13.1. Sportsmanship. Teams and their members must conduct themselves respectfully toward opponents, Admins, and the community before, during, and after matches.

13.2. Prohibited conduct. The following are not permitted in match lobbies, in-game chat/voice, or on Facem communication channels:

  • Harassment, hate speech, discrimination, threats, or targeted abuse.
  • Excessive toxicity, flaming, or deliberate disruption of the match.
  • Spam, impersonation, or attempts to mislead the opposing team or Admins.

13.3. Required communication. Teams must use the designated Facem channels for scheduling, veto coordination, lobby setup, and dispute communication so that interactions can be referenced. Refusing to communicate in order to obstruct a match may count as uncooperative behavior.

13.4. Cooperation with Admins. Teams must respond to reasonable Admin requests (for example, evidence, clarification, presence for a ruling) within the timeframe given. Failure to cooperate may be treated as a forfeit or result in sanctions.

13.5. Conduct violations may affect reputation ratings (Section 12) and are subject to sanctions under Section 14.


14. Admin Authority, Sanctions & Disqualification

14.1. Admin authority. Facem administration ("Admins") oversee the Circuit, enforce these Rules, resolve disputes, and maintain the integrity of the ladder. Admins act as the final authority on all matters relating to the Circuit.

14.2. Scope of rulings. Admins may, at their discretion: issue warnings; order replays; correct or void results; adjust FP and standings; remove individual players from a roster; suspend or disqualify a team from a match or the season; and ban individuals or teams from future seasons.

14.3. Proportionality. Sanctions are intended to be proportional to the violation, accounting for severity, intent, and history. Serious or repeated violations may result in immediate removal.

14.4. Removal & disqualification. Teams that seriously or repeatedly break these Rules - including cheating, ringing/account fraud, match-fixing, repeated no-shows, or abusive conduct - may be removed or disqualified from the season. A disqualified team's results may be voided or adjusted in the standings.

14.5. Spirit of the Rules. These Rules cannot anticipate every situation. Where a situation is not explicitly covered, Admins will rule in line with the spirit of fair, competitive, and sportsmanlike play. Attempts to exploit gaps or technicalities in the Rules may themselves be sanctioned.

14.6. Finality. Admin decisions are final. There is no formal published appeals process; an appeal may be raised by opening a ticket on the Facem Discord server.


15. Rule Changes & Versioning

15.1. Per-season versioning. These Rules are versioned. The current version and edition are shown at the top of this document. Each season may publish an updated version of the Rules.

15.2. Changes during a season. Admins may amend the Rules during a season to correct errors, close exploits, or address unforeseen situations. Material changes will be published on facem.gg and take effect from the date of publication.

15.3. Notice. Significant changes will be communicated through Facem's official channels. Continued participation in the Circuit after a change constitutes acceptance of the updated Rules.

15.4. Precedence. Where a per-season ruleset or published policy conflicts with this base document, the per-season ruleset prevails for that season. Where any provision is found invalid, the remaining provisions stay in effect.

15.5. Authoritative version. The version of the Rules published on facem.gg is the authoritative version at all times.


End of Facem Circuit Rules v1.0.