Halo Infinite


1. Anti-Cheat

No additional anti-cheat is required for official matches.


2. Match Procedures

Supported Platforms

  • PC
  • Xbox

This game supports crossplay. All teams competing in this tournament will face each other, regardless of what platform they play on.


2.1. Series Lengths

Matches will be played as a best of 3 series and a best of 5 series for the Finals.


2.2. Game Lobby & Modes

Competitive Halo Infinite gameplay is defined as choosing Ranked during the map selection phase. The home team will create the lobby and invite the away team.


Matches will be played across varying formats (i.e. 2v2, 4v4, etc.) and modes:

  • Ranked Slayer
  • Ranked Strongholds
  • Ranked CTF
  • Ranked Oddball


The premade game modes listed above contain the following setting changes by default:

  • The BR75 will be the starting weapon.
  • Motion Tracker will be disabled.
  • Grenade Hitmarkers will be disabled.
  • Friendly Fire will be turned on.
  • Weapons, equipment, and grenades on maps will be in the same location on each map and will respawn at the same intervals.


2.3 Maps

The following maps will be available for play in official Halo Infinite matches.

  • Current Season Maps:
    • Aquarius
    • Bazaar
    • Streets
    • Recharge
    • Live Fire


2.4 Map Selection

The away team will ban a map from the available list, then the home team will choose one of the remaining maps to play for the game. You may not play the same map back to back.


3. Win Conditions

This section defines the criteria for winning your match. The final scoreboard for each round should provide these details.


3.1 Team Slayer


3.2 Capture the Flag

  • Complete five (5) flag captures before the enemy Team scores five (5) flag captures
  • Have more flags than your opponent at the expiration of the game clock


3.3  Strongholds

  • Reach two hundred (250) points before the enemy Team


3.4 Oddball


4. Stoppage of Play

Each team may call to have a game map reset once per match if a connection problem arises, so long as the first round in a game has not been completed, gunfire is not being exchanged, and first blood has not yet occurred. In the event that a game map is rehosted, the same map must be used. If problems persist with regards to a player disconnecting after the game has already been re-hosted, the team must play the remainder of the match with the remaining players.


4.1 No Show

Players must check-in at least 30mins before their scheduled match. Each player has 10 minutes to show up to a match (i.e. schedule match start time + 10 minutes.) Not showing up within 10 minutes results in a default loss. The player that is waiting must report the protest to the admin.


5. Player Count

Both teams participating in a match must provide 4 players at the beginning of the first game, and 3 for each consecutive game. During a game, if a team should lose 2 players that have disconnected, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required number of players for additional games in the series, then they will forfeit the remainder of the match. The same goes for the Gunfight Game Mode except the team must field a player should someone get disconnected.


6. Hosting

The Home Team Captain should create the Private Match. As the hosting Home Team changes over the course of a match, the new hosting Team Captain should leave the Private Match and create a new one.

  • Teams should play a Host Test Game, for roughly 30 seconds, before a new Host is going to be used, in order to determine if the Host is reasonable. Host Test Games should be played using a Map that the Teams are not scheduled to play against each other so that Players aren’t confused about whether the Match has officially begun/resumed.
  • All Players must agree that the Host is reasonable (all Players with green bars) before the start of a Game. If a reasonable Host can’t be found, the hosting Team’s best Host must be used.
  • If the Host isn’t given to the Player who was designated to be the Game’s Host, the game must still be played.
  • If a Player’s connection to the Host becomes unreasonable during a game, the game must still be played. After each game, either Team may request that a new Host be tested if the previous Host was unreasonable.
  • If a Player loses their connection to the Host when the Game launches, the Game must be restarted.
  • If a Player loses their connection to the Host during a Game, the Round must continue. Players losing their connection to the Host may be invited back to the Private Match.
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