ESB rules are developed in collaboration with some of the top Battlefield teams active in our events. With Battlefield 6 changing frequently, we’ll keep our rules updated to reflect any changes.
IMPORTANT: Please note that this ruleset is still work-in-progress. There will likely be changes to it over the coming months as we start testing it on a larger scale. Don’t forget to provide your feedback through our Discord and to check the changelog regularly to see what has changed.
CHANGELOG:
Version 1.00 – 06/12/2025
The first version of our 4v4 ESB Squad Rush ruleset was released.
Game mode updates:
- New 10 second timer to start the match
- This will make sure every player has loaded into the game before starting each round.
- New update to the player scoreboard
- Correctly tracks if players arm/diffuse/destroy MCOMs.
- New end round recap screen
- Provides an accurate recap of the round you just played.
- Map width has been reduced on most maps.
- This should help tackle the spawn beacon issue. The spawn beacon remains allowed for now. We will continue monitoring feedback on the topic.
1.0 Restrictions
1.1 BANNED ITEMS:
WEAPONS:
- TR-7 (Assault Rifle)
- M250 (LMG)
- KV9 (SMG)
- SCW-10 (SMG)
- ALL DMRS
- ALL Shotguns
THROWABLES:
- Flash Grenade (Assault)
- Incendiary Grenade (Support)
- Throwable Proximity Detector (MTN-55) (Recon)
GADGETS:
- Incendiary-Round Shotgun (SS26) (Assault)
- Assault Ladder (TARANTULA ALX) (Assault)
- High Explosive Launcher (M320A1 HE) (Assault)
- Thermobaric Grenade Launcher (M310A1 THRM) (Assault)
- Auto-Guided Launcher (MBT-LAW) (Engineer)
- Long-Range Launcher (MAS148) (Engineer)
- Acoustic Sensor AV Mine (PTKM-1R) (Engineer)
- Tripwire Sensor AV Mine (M4A1 SLAM) (Engineer)
- Anti-Vehicle Mine (M15) (Engineer)
- EOD BOT (CSB IV) (Engineer)
- Portable Mortar (LWCMS) (Support)
- Deployable Cover (MAXGUARD 900) (Support)
- Incendiary Airburst Launcher (SICH G1 WP) (Support)
- Supply Pouch (GOLIATH COMPACT) (Support)
- Laser Designator (LTLM II) (Recon)
- Motion Sensor (T-UGS) (Recon)
- Recon Drone (XFGM-6D) (Recon)
- Anti-Personnel Mine (M18A1) (Recon)
- Demolition Charge (C-4 Explosives) (Recon)
1.2 RESTRICTED ITEMS:
ATTACHMENTS:
- Flashlight (LIGHT)
1.3 GLITCHES:
We ask teams to refrain from abusing known glitches to get an advantage in matches.
Known Glitches:
- None
Due to the different nature of other glitches not listed above, each case will be reviewed individually.
1.4 RESTRICTION PENALTIES:
- If a team uses a RESTRICTED ITEM – Attachments, a 1 MCOM Penalty will be applied per kill made while the attachment is equipped.
- (This means that getting a kill with a banned attachment equipped doesn’t cost your team the map)
- If a team violates a Known Glitches restriction, they forfeit the map in which the infraction occurred.
- Teams are required to report and provide proof of any rule infraction(s) at the end of the map in which the infraction occurred. Failure to do so can possibly void any penalty for the opposing team.
Note #1: There are no listed penalties for the items listed in Section 1.1 because these items are already banned inside the game in each Portal experience we created and, therefore, can’t be equipped/used.
2.0 Maps
2.1 MAP POOL:
- Operation Firestorm
- Siege of Cairo Alpha
- Siege of Cairo Bravo
- Iberian Offensive
- Tech Center
- more coming soon
3.0 Server Settings
3.1 SERVER HOSTING:
The player (or squad) creating the server will always be placed on the Attacking (PAX) side.
Please join the server as a squad, which will put you all on the same team without any issues. Joining individually will assign players in an ABABABAB order and isn’t practical. If you are placed on the wrong team, please use the Team Switcher in your home base to switch to the other team.
The RESTART MAP and NEXT MAP features work correctly in Portal; please use them.
3.2 SERVER OVERVIEW:
Every server MUST be password-protected. We recommend that teams change their server passwords before every match to prevent people from keeping track of old passwords and joining as possible players.
The game will then ask you to provide:
Server Details:
- Name: EsportBF Tournament Match
- Description: –
Server Settings:
- Welcome Message: –
- Password: ON
Once you have entered the above information, press “HOST.” Do not press “HOST LOCALLY”.
Note: The server region is usually based on the location of the player hosting the server. When server quotas are full in a specific region, it will host the server in another region.
3.3 ESPORTBF 4V4 SQUAD RUSH EXPERIENCE CODES
-
- Operation Firestorm: z3zcv
- Siege of Cairo Alpha: z38eb
- Siege of Cairo Bravo: z312n
- Iberian Offensive: zc4qu
- Tech Center: zcy96
- (more maps coming very soon)
If you are new to using Portal Experience codes, this guide by EA explains it perfectly: https://www.ea.com/games/battlefield/battlefield-6/news/portal-101-introduction-to-battlefield-portal
3.4 AIM ASSIST OPTIONS
In Battlefield 6 there are 2 Aim Assist options in Portal:
- Aim Assist (former Slow-Down):
- Choose whether Infantry Weapon Aim slows when the reticle sticks over an enemy target.
- Aim Assist Zoom Snap (former Auto-Rotation):
- Adjust how much Infantry Weapon Zoom snaps to a nearby target.
Currently, the Aim Assist option is turned ON in all our events and experience codes, and the Aim Assist Zoom Snap is turned OFF. This aligns with how the base multiplayer experience works.
4.0 Game Mode Overview
- Sectors: 2
- Tickets per Sector: 20
- Time per Sector: 10 minutes
- MCOM Armed Timer: 5 seconds
- MCOM Destroyed Timer: 45 seconds
- MCOM Defuse Timer: 5 seconds
5.0 Match Scoring
5.1 SQUAD RUSH:
Each map is composed of two rounds (sides). Each team plays as both the attacker and the defender on each map.
Scoring is based on the overall MCOMs. Each map has two sectors, each with 1 MCOM. The team with the most MCOMs destroyed at the end of both rounds wins the map.
BEST OF 1 (BO1):
- One map is played (2 sides)
- The team that wins the map wins.
- Please reference the tie-breaker system below if tickets are tied after both sides.
BEST OF 3 (BO3):
- Three different maps are played (6 total sides)
- The team that wins 2 maps first wins.
5.2 BO1 TIE-BREAKERS:
If MCOMs are tied at the end of the map, here are the tie-breakers:
- #1 – Penalties: If the MCOMs are tied due to one of the teams receiving one or more penalties, the team with no penalties wins the map.
- If both teams received one or more penalties, or if neither team received any penalties, move on to tie-breaker #2.
- #2 – Armed MCOMs:
- If both teams destroyed all MCOMs on the map, move on to Tie-Breaker #3.
- Example: both teams destroy all 2 MCOMs on Operation Firestorm.
- If the tie is a result of at least 1 incomplete sector, the following applies:
- The team that armed the last non-destroyed MCOM more times wins. (Example: Team A and B destroyed the first MCOM and didn’t destroy the second MCOM. This means that the team that armed the sector 2 MCOM more times wins the map.)
- A reminder to teams that you will need to manually keep track of these throughout your match.
- If both teams destroyed all MCOMs on the map, move on to Tie-Breaker #3.
- #3 – Time left: If Armed MCOMs are tied as well, compare the round time left while playing as the attackers. The team with the most time left wins the map.
- #4 – Tickets left on Final Sector: If Time Left is tied as well, compare the tickets left on the final sector while playing as the attackers. The team with the most tickets left wins the map.
- #5 – Coin toss: If Tickets left on Final Sector is tied as well, the winner will be decided by a coin toss performed by staff.