FOR DISTRIBUTION TO ALL UNITS
WSDoD LAN 26 Operations Dossier — Field Exercise, Philadelphia Theater
From
WSDoD COMMAND
To
ALL ENLISTED OPERATORS
Re
LAN 2026 / 31 JUL – 2 AUG / TAP ESPORT CENTER
Operator
report for duty (Discord)
Rev
17 JUN 2026 / 04:12 EDT
DECLASSIFIED
10

Tournament Format

HOW THE WEEKEND IS WON

Shape of the weekend

FRI
Draft event — a standalone pickup tournament, open at the door. Independent of the weekend team competition.
SAT
Group stage — ten companies, six rounds, single map each (best-of-one). A fixed, strength-of-schedule-balanced slate settles seeding. See the Communiqué.
SUN
Playoffs — best-of-three (the play-in is best-of-one). The bracket seeds from Saturday's final standings; finals Sunday evening.

Seeding — the pipeline

1
Team vote (pre-LAN). Once rosters are as finalized as they can be ahead of the LAN, each team submits one ballot: the captain gathers their squad's read and ranks every other company best-to-worst — never their own. Ballots are then weighted by the voting team's own resulting standing (the stronger the team, the more its read counts) and iterated to a stable consensus, producing the group-stage seed list, 1–10. See Seeding.
2
Saturday schedule. Those seeds feed a fixed, strength-of-schedule-balanced six-round slate: each company plays six of the other nine, opponent strength equalized across the field (no one runs a gauntlet while another coasts), no rematches, and the top four seeds kept apart until Round 4. Details on the Communiqué.
3
Saturday standings. Group results are ranked by record → head-to-head → Buchholz (sum of your opponents' wins — rewards the tougher field) → round/flag differential → the original group seed.
4
Sunday playoffs. Those final standings seed the bracket — seeds 1–6 bye to the Quarterfinals, 7–10 open in the Play-in. Single elimination for the title; eliminated teams play a consolation bracket for final standing. Best-of-three (play-in best-of-one). See Bracket.

Playoff bracket (single-elim, BO3)

Title
Four rounds: Play-in (seeds 7–10) → Quarterfinals (the two play-in winners join seeds 1–6) → SemifinalsFinal. One loss ends your run for the championship; the Final winner takes it all — no grand final, nothing feeds back in.
Schedule
Play-in 11:00 AM (best-of-one) → Quarterfinals 12:00 PMbreak → Semifinals 3:30 PMdinner → BO1 placement finals 7:00 PM → Final 8:00 PM. The placement deciders finish before the Final, which stands alone; done by ~10:30 PM.
Standings
Eliminated teams keep playing for placement, in parallel: play-in losers settle 9th/10th; the four Quarterfinal losers contest 5th–8th; the two Semifinal losers play for 3rd/4th. Every team finishes with a played-out final rank.
11

Rules of Engagement

BINDING ON ALL UNITS

1. General Conduct & Match Validity

1.1
LAN admins reserve the right to modify any rules as needed at any time as deemed necessary to the good continuation of the tournament.
1.2
A valid game requires the correct map, the correct KTP league config, and a LAN server. No exceptions.
1.3
Games vs. matches. A game is one map — two halves, teams switch sides at the break. A match may be several games (a best-of-three is up to three games, possibly on different maps). Penalties are counted in games.
1.4
Server crash protocol. If the server goes down within the first five minutes of a half, the half is restarted in full. After five minutes, the half resumes with the score restored and the clock rounded up to the nearest minute. No substitutions during recovery. Tell a staff member immediately when a crash occurs.
1.5
Ties & overtime. A tied game goes immediately to two five-minute overtime halves (sides switch for the second); if still tied, play further five-minute halves until a winner is decided. In a best-of-three, each map must produce a winner. Failure to complete required overtime results in a loss for both teams.
1.6
Map exploits & illegal spots. Pixel-walking, hanging in or occupying an area only reachable by a pixel walk (e.g., the harrington ladder), wall-glitching to see or shoot through geometry, getting under or above the map, weapon- or grenade-spawning glitches, and any similar unintended-collision exploit are prohibited — suspension and/or forfeiture.
1.7
Seating assignments are final. LAN staff may modify seating as needed for operational reasons.

2. Cheating & Fair Play

2.1
Staff may investigate any player or team for suspicious activity at any time. Any match influenced by a cheater is subject to being overturned or forfeited; cheating is grounds for removal from the event.
2.2
Prohibited tooling. Wallhacks, aimbots, visual player-location aids, recoil-control software, target-acquisition software, illegally modified game files, monitor or software crosshairs, and mouse-acceleration programs.
2.3
Input devices — one physical actuation = one in-game input. A device may change when a single key registers (its actuation point); it may not multiply one physical action into several inputs, auto-repeat an input, or resolve an input for you. Rapid Trigger and adjustable actuation are allowed (one press is still one input). Prohibited: "Snap Tap" / SOCD / null-cancel binds; "Rapid Fire," "Turbo," or multi-tap modes; and binding +attack, +jump, or +duck to the mousewheel (accelerates firing or bypasses stamina). Naming: "Rapid Trigger" is the industry-standard term (Wooting, Razer, SteelSeries, Corsair, etc.) for a dynamic reset point on Hall-effect / analog keyboards — distinct from the prohibited "Rapid Fire" / "Turbo" auto-repeat; on the banned side, "Snap Tap" is one brand name and SOCD / null-cancel is the generic.
2.4
Only default game files may be used unless explicitly approved or provided by LAN staff. Approved scoreboard HUDs, ClientScheme/TrackerScheme tweaks, and custom crosshairs are allowed — except a custom sniper-rifle crosshair, which is not allowed.
2.5
Spectating after a match goes live is considered cheating. Spec hopping is permitted only during a full-map capture or a stuck-player situation.
2.6
Disputes are handled on-site. Raise any concern with LAN staff immediately; staff resolve disputes in person during the event and their decision is final.

3. Player Rules

3.1
Players must pass file- and cvar-integrity checks (Nein's CVAR checker runs on all LAN servers) and must not interfere with or bypass them.
3.2
Recording. Record a POV demo for each half (and each overtime half), take the pre-game screenshot showing a player model from each team, and screenshot the scoreboard at the end of each half. Stay until the match is over; if you crash, rejoin immediately.
3.3
MOSS is not required at the LAN — the controlled tournament PCs, the CVAR checker, and POV demos cover anti-cheat on site.
3.4
Player boosting is allowed so long as the destination area is reachable by a single player without a boost. Boosting into glitched or unintended areas is illegal.
3.5
Voice commands are for team communication; excessive use to taunt or "neg" opponents is prohibited.
3.6
Binds & scripts. No binding +attack in combination with another action; no automated attack, movement, rapid-fire, auto-recoil, or jump/movement scripts; no cvar, animation, or hand-signal tricks that warp, jitter, or misalign your hitbox. (Input-device features are governed by Rule 2.3.)

4. Captain Rules

4.1
Configure your client so end-of-half scoreboards are legible in screenshots, and take one rcon status screenshot per game to prove SteamIDs.
4.2
Verify the opposing roster before the match — names and SteamIDs match the registered team. Once a match is complete you cannot dispute an ineligible player you had the chance to catch beforehand.
4.3
Report final scores with the scoreboard screenshots to LAN staff at the station promptly after each game.
4.4
Map veto is run live, on-site, immediately before each best-of-three (and best-of-one play-in/placement decider) at the station — not submitted in advance.

5. Pauses (technical only)

5.1
Technical-pause budget. Each team has a per-half technical-pause budget enforced by the match plugin (5 minutes / 300 seconds per team, per half). Unused time does not carry over; each overtime half grants a fresh budget. In a best-of-three, each game gets its own per-half budget.
5.2
The plugin automatically pauses about 30 seconds after any player disconnect unless the affected team cancels it. Teams may also call .tech for a genuine technical issue (disconnect, crash, hardware failure).
5.3
Unpausing requires the opposing team's confirmation, followed by an automatic countdown before play resumes. You are not charged budget while waiting for the opponent to confirm.
5.4
Tactical pauses are disabled — only .tech is available. There are no .pause/.tac pauses.
5.5
Pauses are for real technical problems only. Tactical pausing, stalling an unpause, waiting for players, or false technical claims will result in a warning, suspension, or match forfeiture.
These Rules of Engagement follow the current KTP ruleset where applicable, with LAN-specific provisions (format, the .tech pause system, ringers, live on-site veto, and on-site disputes) as stated above. Staff decisions are final; captains receive the authoritative copy on the day.
12

Code of Conduct

ADULT COMPETITORS — IN GOOD FAITH

0. Purpose

This Code of Conduct exists to ensure a fair, respectful, and enjoyable experience for all participants. As adult competitors, we expect players to uphold the highest standards of integrity, sportsmanship, and professionalism throughout the weekend.

1. Sportsmanship & Respect

1.1
While toxic behavior is common in this community online, let's strive to do better in person. Treat all players, officials, and spectators with respect. Harassment, abuse, or discriminatory behavior — verbal, written, or physical — will not be tolerated.
1.2
Practice good sportsmanship. Win or lose, do so with dignity. Excessive taunting, gloating, or inflammatory behavior is prohibited. A little is normal in this community — keep it within reason.
1.3
We are all here to have a good time, connect with others, and be competitive. Be considerate of the people around you.

2. Fair Play

2.1
No cheating or exploiting of any kind. The LAN follows the KTP rules wherever applicable, including Nein's CVAR checker on all LAN servers.
2.2
Use of third-party software, scripts, exploits, or tampering with game files — outside of approved files submitted to LAN organizers prior to the tournament — is grounds for immediate disqualification.

3. Conduct During Matches

3.1
Follow all match rules and schedules. Be on time and ready to play. Chronic lateness may result in penalties or forfeits. Be responsible for your team and know when your matches take place.
3.2
To keep the tournament on time, matches start no later than 10 minutes after their scheduled start, regardless of how many players are ready. Teams may choose to forfeit at that time without a full squad. Ringers are not allowed during tournament play except in extenuating circumstances at staff discretion.
3.3
Be mindful of noise levels and behavior so everyone can enjoy the experience.
3.4
Stream sniping is prohibited. Using information not available within your (or teammates') point of view for unfair advantage can result in forfeit.
3.5
TeamSpeak is the sole authorized comms tool. Using any tool outside of TeamSpeak or in-game voice is prohibited.
3.6
Follow instructions from Tournament Staff. Respect their decisions — their decisions are final.
3.7
Players must use the alias they signed up with, or some variation thereof. Aliasing is prohibited.

5. Equipment & LAN Etiquette

5.7
Admin access is available on the PCs, but limit changes to those necessary for your peripherals; all changes are subject to staff review. "Snap Tap" / SOCD null-cancel and "Rapid Fire" / Turbo modes are prohibited (Rule 2.3); Rapid Trigger is fine. If unsure, ask an official before making changes.
5.x
Handle shared equipment with care, be accountable for your own gear (staff aren't responsible for lost/stolen items), clean up your area, and use the network responsibly.

6. Substance Use

6.1
Maintain control of yourself when consuming substances. Excessive rowdiness can result in expulsion for the remainder of the day. No smoking inside (venue rule); vaping is allowed but keep excessive vaping outside.

7. Penalties & 8. Agreement

7.1
Staff may issue warnings, match/round forfeiture, temporary or permanent removal, or a ban from future events, based on severity and frequency.
8.1
By participating you agree to abide by this Code of Conduct. Ignorance of the rules is not a valid defense.
Published from the WSDoD command archive; amendments reflected here on the next document refresh.