For your convenience, we've put together a list of game rules and regulations that will apply to all tournament matches this year. These rules are technical limitations of the tournament mode in the game. All tournaments arranged using this mode, automatically conform with these rules. However, this mode does not apply to some other rules, which can be modified by the tournament’s host. Please make sure to study them in detail before taking part in tournaments.
The concept we swear by is fairness. Participants of Guns of Boom tournaments must follow the special rules, the purpose of which is to equalize the opportunities for all parties, making the game fair.
Players must follow Terms of Use whenever playing Guns of Boom, including participation in any public tournaments. Tournaments are considered public when they have an organizer, a set of rules, exact dates, and match times. Breaching Terms of Use on the public tournament may lead to a permanent suspension of a player's game account without any prior notice and any other temporary measures.
In this regard, we as developers reserve the right to make any changes to these regulations, if we think it will improve the overall balance and quality of the tournaments.
Note: Some of the weapons were re-balanced in Update Patch 22.0.0 on January 27. Read the full Patch Notes in this article.
Table of contents:
- Comparison of the game modes
- Exclusive tournament rules
- Character
- Weapons
- Equipment
- Loadouts and perks
- Consumables
- Maps and modes
Comparison of the game modes
Normal Game | Pro Play Private | Tournament Matches | |
Aim Assist | yes | no | no |
Player HP/Armor equalized to level 22 | no | yes | yes |
Regular Game Modes | yes | yes | yes |
Special Game Modes | no | yes | yes |
Special Rules for Consumables | no | yes | yes |
Esports Loadouts | no | no | yes |
Max level of all perks | no | no | yes |
Special Restrictions for Weapon/Equipment | no | no | yes |
Special balance for Weapon/Equipment grades | no | yes | yes |
Exclusive tournament rules
- HP and Armor are capped to level 22 for all players.
- Special settings for weapon levels and their availability.
- Special settings of equipment levels and their availability.
- Special settings for the number of available loadouts.
- Special perk level settings and their availability.
- Special settings for consumables and the amounts available in battles.
- Special settings for lists of available maps and modes.
- If your team leaves the battle in the first 30 seconds, your battle will restart without giving you a loss. You can do that only once per battle in case of any technical issues.
- You have a 3-minute pause between matches and a 2-minute pause between battles in your current match for preparations
Character
- Baseline quantity of НР for all players equals 2000
- Baseline quantity of Armor for all players equals 1800
Weapons
Available weapons and their grades are shown in the table below. Rows in red indicate weapons that are banned in tournament matches due to their unsuitable balance or for other similar reasons.
If the weapon’s grade is listed as “special”, it means that the weapon was altered, and its stats fall outside the regular grades. Special grades are necessary to make certain weapons more in balance with other guns in the same category.
Equipment
Available vests, helmets, pants, and their grades are shown in the table below. Again, rows in red indicate items that are banned in esports tournaments due to their unsuitable balance or for other similar reasons.
Vests | Grade | Armor |
KEVLAR | 11 | 1800 |
SHELL | 11 | 1800 |
IFRIT | 19 | 1800 |
CORSAIR | 11 | 1800 |
ZERO | 19 | 1800 |
ANTIDOTE | 11 | 1800 |
Loadouts and perks
Each player can put together up to 3 loadouts. These loadouts are available in a separate Esports tab and can be pre-configured before entering the tournament lobby. All perks for all specializations are currently set to the maximum level (14).
Name | Grade | Description and numbers |
Trooper | 14 | Maximum armor reduces by 20% while movement speed increases by 10% |
Break a leg | 14 | Enemy slows down by 15% for 2 seconds, when hit in the legs with an assault rifle |
Extreme Temperatures | 14 | Eliminating a frozen enemy with a shotgun restores armor; eliminating an enemy on fire with a shotgun restores health (both by 15%) |
Battle Surgeon | 14 | If you hit a target with a shotgun, your melee attack on the same target within the next 2 seconds will restore 15% health for you |
Rush | 14 | Eliminating an enemy with Perfect Aim using an assault rifle increases damage from offensive consumables by 15% for 5 seconds |
Dualism | 14 | Eliminations with offensive consumables provide a 100% chance to set on fire or freeze the enemy with assault rifle hits in the next 5 seconds |
Armor Thief | 14 | Melee eliminations restore 15% armor |
Detection | 14 | Enemies hit with offensive consumables are highlighted for 2 seconds |
Second Wind | 14 | Movement speed increases by 15% if you don't receive damage for 5 seconds |
Piercing Rounds | 14 | After a reload, your assault rifle deals 30% more damage to armor for 3 seconds |
Sniper
Name | Grade | Description and numbers |
Another Shot | 14 | If an enemy wasn't eliminated with the first rifle hit, the next hit within 3 seconds will inflict 15% more damage. Does not stack with the High Ground perk |
Trophy Hunter | 14 | Eliminating an enemy with Perfect Aim using a rifle restores 15% of armor |
High Ground | 14 | Your rifle inflicts 15% more damage if the enemy is below you. Does not stack with the Another Shot perk |
Sleight of hand | 14 | Eliminating an enemy with Perfect Aim using a rifle provides a 50% chance of reloading 2x faster |
Berserk | 14 | The less armor you have, the more damage to the head your rifle inflicts (max. 15%) |
Peacemaker | 14 | Running speed increases by 15% if you don't inflict damage for 5 seconds |
Plan B | 14 | Hitting an enemy in the legs at less than 10 meters reduces their movement speed by 50% for 2 seconds |
What a rush | 14 | Melee eliminations increase your running speed by 15% for 3 seconds |
Gunslinger | 14 | Hitting an enemy to the head with a pistol inflicts 100% more damage and restores your armor |
Retreat | 14 | Using defensive consumables increases your running speed by 15% for 3 seconds |
Support
Name | Grade | Description and numbers |
Tank | 14 | Maximum armor increased by 30% |
Marauder | 14 | Armor restores by 8% per enemy hit with offensive consumables |
Regroup | 14 | After you reload your machine gun, your maximum armor increases by 15% for 5 seconds |
Kick Start | 14 | Eliminating an enemy with a machine gun provides a 50% chance of reloading 2x faster |
Unbreakable | 14 | Eliminating an enemy with a machine gun increases your damage for 3 seconds. The more armor you have, the higher the damage (max. 15%) |
Fortify | 14 | Eliminations with offensive consumables reduce incoming shot damage by 30% for 5 seconds |
Burn-out | 14 | Offensive consumables have a 50% chance of setting the enemy on fire and dealing an additional 20% damage over 5 seconds |
Patchwork | 14 | Defensive consumables restore 15% more armor |
Helping Hand | 14 | Enemies eliminated with a machine gun drop power cells that any ally can pick up and restore 30% of their armor over 5 seconds |
Double Trouble | 14 | A machine gun elimination increases damage from offensive consumables by 30% for 5 seconds |
Recon
Name | Grade | Description and numbers |
Dash | 14 | The maximum amount of armor is reduced by 20%, but movement speed is increased by 10% |
Slowdown | 14 | A hit in the legs with a rifle slows the opponent down by 50% for 2 seconds |
Sharp Shot | 14 | A Perfect Aim elimination with a rifle restores 15% armor |
Overclocking | 14 | After a reload, the shotgun's damage to armor is increased by 30% for 3 seconds |
Pacifist | 14 | Movement speed increases by 15% if you don't deal damage for 5 seconds |
Combo | 14 | Eliminating an enemy with a knife increases shotgun damage by 30% for 3 seconds |
Strategist | 14 | Within 3 seconds of a rifle hit, a shotgun hit to the head restores armor by 15% |
Morale Boost | 14 | After eliminating an enemy with a shotgun, the effect of support consumables increases by 100% for 3 seconds |
Chill Out | 14 | Offensive consumables have a 50% chance of freezing the enemy by slowing them down by 20% for 3 seconds |
Adrenaline Rush | 14 | If health damage received within 2 seconds exceeds 30% of maximum health, 50% armor is restored in 10 seconds |
Consumables
Consumables may have different settings in comparison to the normal game. Each item has a certain number of uses per battle.
Offensive consumables:
Name | Grade | Per Match | Per Life | Direct Hit Damage | Minimum Damage | Explosion Range | Debuff |
Grenade | 0 | 10 | 2 | 1000 | 500 | 2 | - |
Flashbang | special | 2 | 2 | 200 | 80 | 6 meters | Blind 3 sec |
G-Launcher | special | 1 | 1 | 2000 | 1750 | 5 meters | - |
Defensive consumables:
Name | Grade | Per Match | Per Life | HP Regen | Armor Regen | Buff |
Medkit | special | 25 | 5 | 750/5 sec | - | - |
Stim-gun | special | 2 | 2 | 500/10sec | none | Damage reduction 20%/10 sec |
Repair Kit | special | 3 | 3 | none | 1350/3 sec | - |
Maps and modes
While tournament matches put some restrictions on modes and maps made for regular games or private matches, there are also the ones specially tuned for tournament matches.
Team Deathmatch
- Time Limit: 5 min
- Maps: Old Factory, Construction Site, Military: Warehouse, Europe: Streets, Skyscrapers, Farm, Farm at Night, Mexico: Village
- Description: Earn points by eliminating enemy players. The team that scores the most points in 5 minutes is considered the winner. Also, if one of the teams scores 500 points, it is instantly declared as the winner, and the remaining time is discarded.
Control Points
- Time Limit: 5 min
- Maps: Artium, Europe: Square, Farming Complex
- Description: Teams need to score points in order to win. The team that gets the most points in 5 minutes is considered the winner. Also, if one of the teams scores 1200 points, it is instantly declared as the winner, and the remaining time is discarded. In this mode, teams score points for eliminating enemy players, as well as for capturing and retaining control over certain points.
King of the Hill
- Time Limit: 5 min
- Maps: Paradise Island, Subway Station, Wild West: Saloon
- Description: Teams need to score points in order to win. The team that gets the most points in 5 minutes is considered the winner. Also, if one of the teams scores 1000 points, it is instantly declared as the winner, and the remaining time is discarded. In this mode, teams score points by eliminating enemy players, as well as capturing and retaining control over one point.
Point Domination
- Time Limit: 5 min
- Maps: Artium, Europe: Square, Farming Complex
- Description: Teams need to score points in order to win. The team that gets the most points in 5 minutes is considered the winner. Also, if one of the teams scores 2000 points, it is instantly declared as the winner, and the remaining time is discarded. The more points a team controls, the more it scores for eliminations, assists, and other achievements, 1 controlled point multiplies score by 1,5, 2 points multiply the score by 2, and 3 captured points by 3.
Team Elimination
- Time Limit: 5 min
- Maps: Military Warehouse, Old Factory, Construction Site, Island: Ruins
- Description: Each team has 25 lives in total. Each time a player is eliminated, their team loses one life. The team with more lives at the end wins.
These are the principal regulations we’ve established to make Guns of Boom tournaments fair, fun, and exciting for all participants. We may add some changes in the future if we decide it'll improve the overall experience. Follow us on social media and check out the schedule to be informed about the latest events and updates.