These rules supplement the Terms of Service and apply to every match, wager, premier session and tournament played on Blastforce. By queueing or by clicking Ready in a lobby you accept these rules in full.
Game of skill
Match outcomes are determined by player skill in CS2 — aim, positioning, communication and tactics. There is no element of chance in the prize allocation: when a match completes, the entire prize pool is paid out to the winning side based on the verified in-game score.
1. Game of skill, not gambling
Blastforce wager matches are skill-based competitions. Each participant stakes the same amount of B-Coins, the engine collects the stakes into a prize pool, and the winners take the pool. The platform itself is not a counterparty to the bet; we facilitate the match, validate the result and distribute the pool. We retain only an explicit, displayed service fee where applicable.
2. Eligibility
- You must meet the eligibility requirements in the Terms of Service (18+, not in a restricted territory, not on a sanctions list).
- You must have a linked Steam account and a CS2 license.
- You must have sufficient B-Coins to cover your stake at the moment you confirm.
- For Wager and Premier matches you must run the Blastforce anti-cheat client throughout the session.
- An account that is banned, suspended or under investigation cannot queue.
3. Match formats
| Format | Stake model | Anti-cheat |
| 1v1 wager | Both players stake; winner takes pool | Required |
| 2v2 wager | All four players stake; winning team splits pool equally | Required |
| 5v5 wager | All ten players stake; winning team splits pool equally | Required |
| Premier | Optional stake; ranked progression | Required |
| Casual / scrim | No stake | Optional |
| Tournament | Entry fee → bracket prize pool | Required |
4. Wager match flow
- Lobby creator sets the bet amount and format. Joining players see the stake before they click Ready.
- When all players are ready, each player’s stake is moved from their balance into the match escrow.
- The match starts on a Blastforce-managed game server. Anti-cheat sessions are registered for every player.
- The result is determined by the in-game score reported by the server and cross-checked against player reports.
- The winning side splits the prize pool equally (for team matches) or takes it whole (for 1v1). The result is final once written to the match record.
5. Tournaments
- Tournaments use a single-elimination bracket with byes if the participant count is not a power of two.
- Entry fee is deducted in B-Coins at registration. Unregistration before the bracket is locked refunds the fee in full.
- Prize pool composition (entry-fee pool plus any sponsor add-on) is shown on the tournament page before registration.
- Each round has a check-in window. Failing to check in is treated as a forfeit and refund/forfeit rules below apply.
- Round results are reported by the team captains and verified by anti-cheat and server logs. Discrepancies trigger a dispute.
- If the bracket cannot complete (insufficient players, server outage, tournament cancellation by Blastforce) all unspent entry fees are refunded.
6. Map veto & settings
- Map selection follows the veto sequence shown in the lobby (typical CS2 ban/pick order). Failing to act in the allotted time forfeits that veto step.
- Server settings (overtime, friendly fire, knife round, side selection) are fixed by the format and cannot be changed mid-match.
- Custom config files, plugins, console scripts, third-party HUDs that read game memory, and netcode tampering are forbidden.
7. Anti-cheat
- Wager and Premier matches require an active anti-cheat session. The session is registered when you accept the match and ends when the match closes.
- The anti-cheat client sends heartbeat pings approximately every 30 seconds. If your client misses heartbeats for too long the session is dropped and you may be marked as having abandoned.
- Restarting your machine, killing the anti-cheat process, running the game in a virtual machine, attaching a debugger, or using kernel-level cheat loaders are all detected and treated as a violation.
- Anti-cheat data is processed only to keep matches fair, in line with the Privacy Policy.
8. Cheating & penalties
Detected violations are classified by severity:
| Severity | Examples | Action |
| CRITICAL | Aimbot, wallhack, triggerbot, ESP, kernel cheat loader confirmed | Immediate permanent ban. Stake forfeited and redistributed to clean players. Wallet balance frozen pending investigation. |
| HIGH | Macro abuse, statistically improbable accuracy, repeated detection signal | Three-strike policy. Strike 1: warning + match voided. Strike 2: 14-day suspension. Strike 3: permanent ban. |
| MEDIUM | Suspicious process, unusual peripheral, soft stat anomaly | Logged for context. May trigger a manual review when combined with reports. |
| LOW | Heartbeat noise, brief client desync | Logged only. |
Ten or more pending server-side anomalies on an account flag it for manual review and may pause queueing until reviewed.
9. Match-fixing, boosting & collusion
- You may not coordinate with the opposing side, intentionally lose, or split the prize pool with opponents.
- Boosting (paying or being paid to throw matches), account sharing, ringer accounts (a different person playing on your account) and stack stuffing (queuing premade rosters disguised as solo) are forbidden.
- Bets between two accounts owned or operated by the same person are void and the funds may be confiscated.
10. Disconnects & technical issues
- Brief disconnects (network blip, client crash) should be followed by a reconnect within a reasonable time. The match continues short-handed in the meantime.
- If a Blastforce game server times out (no progress for more than 12 minutes during play, or more than 4 minutes during start-up), the match is auto-cancelled and stakes are returned to all players.
- If a tied match cannot be resolved by the format’s overtime rule, stakes are returned.
- Personal hardware or ISP outages are not grounds for a refund. Players accept that responsibility when staking.
11. Cancellation & refunds
- Stakes are refunded in full when: (a) the lobby is cancelled before all players are ready, (b) a match is auto-cancelled by the zombie-detection / server-timeout logic, (c) we cancel a match because of a confirmed cheating incident on one side and the other side is clean (clean side refunded; cheating side forfeits).
- No refunds are issued because of personal disconnect, intentional leave, refusal to play a vetoed map, or dissatisfaction with the result.
- For tournaments, unregistering before the bracket is locked refunds the entry fee. Once locked, no refund.
12. Reporting & disputes
- Use the in-match report function to flag suspected cheating or rule-breaking. Include as much context as possible (round number, player nickname, what you observed).
- Disputes about a match result must be opened within 24 hours of match completion via the Support form and must reference the match ID.
- Decisions are based on anti-cheat telemetry, server logs, demo files (where available) and aggregated reports. We may take up to 7 days to investigate complex cases.
13. Player conduct
- Voice and text chat must remain civil. Slurs, threats, doxing, sexual harassment, and content involving minors are zero-tolerance.
- Griefing teammates (team-killing, blocking spawns, intentionally feeding the round) counts as throwing and may forfeit your stake.
- AFK / idle play during a wager match is treated as abandonment and may forfeit your stake.
14. Sanctions
- Violations can result in: warning, match void, stake forfeiture, queue suspension (24h / 7d / 30d), full account suspension, or permanent ban.
- A permanent ban prevents queueing, listing on the Marketplace, depositing, withdrawing and creating new Blastforce accounts.
- You may appeal a sanction once via Support within 14 days. Appeal decisions are final.