Tournament Map Veto Rules: Setting Up Map Picks and Bans
A practical guide to organizing map selection for competitive gaming tournaments. Learn how to establish a map pool, run vetos, handle counterpicks, and manage best-of series with clear rules that work for any group size.
Contents
- What Is a Tournament Map Veto?
- How to Set Up a Map Pool for Your Tournament
- Step-by-Step Veto Procedure for a Best-of-3
- Starter Stages vs. Counterpick Stages
- Handling a Decider Map in a Series
- Side Selection and Its Interaction with Map Vetoes
- Documenting Your Rules for a Smooth Event
- Example Veto for a 7-Map Pool, Best-of-3
- Adapting for Different Group Sizes and Time Constraints
What Is a Tournament Map Veto?
A tournament map veto is a structured process where players or teams remove stages from the available map pool before a match starts. The goal is to leave a fair or mutually acceptable map for the first game, and often to set up a sequence of counterpicks for later games in a series. A map veto is part of the broader map pick and ban system used in competitive gaming. Typical veto rules cover:
- Which maps are in the official map pool.
- How many bans each side gets.
- The order of bans and picks.
- Whether a map can be played twice in a series.
- How a decider map is chosen if the series goes the distance.
For a casual group, you can simplify these rules while keeping the spirit of fairness and variety.
How to Set Up a Map Pool for Your Tournament
A map pool is the set of stages available for play in a tournament. The size of the pool depends on the game and the length of the series. A common approach for a best-of-three (Bo3) series is to use a pool of 5, 7, or 9 maps. The number of bans should scale with the pool size so that after the veto process, a reasonable number of maps remain. Here is a basic comparison:
| Series Length | Map Pool Size | Suggested Bans per Team (per match) | Maps Remaining After Veto |
|---|---|---|---|
| Best-of-1 (Bo1) | 5 or 7 | 2–3 | 1 (played map) |
| Best-of-3 (Bo3) | 5, 7, or 9 | 1–2 | 3–5 (for counterpicks) |
| Best-of-5 (Bo5) | 7 or 9 | 1 | 5–7 (for counterpicks) |
For most friend groups, a 7-map pool for a Bo3 works well. It gives each side two bans, leaving three maps: one for the starting game and two for counterpicks if needed. Be sure to announce the pool before the event so everyone can practice.
Step-by-Step Veto Procedure for a Best-of-3
A clear veto sequence prevents arguments and speeds up the pre-match phase. Below is a widely used method for a Bo3 with a 7-map pool. This is sometimes called stage striking when applied to the first map only.
- Determine who bans first. Use a coin flip, rock-paper-scissors, or seeding. The winner chooses to either ban first or pick side first.
- First ban phase: Team A bans one map, Team B bans one map. Repeat this once more so each team has banned two maps in total. Three maps remain.
- Starter map selection: Team A selects the first map (often from the three remaining).
- Side selection for Game 1: The team that did not pick the map chooses their starting side (if the game has side asymmetry).
- After Game 1: The losing team of Game 1 picks the next map from the remaining two (or from the full pool minus banned maps, depending on your rules). This is a counterpick.
- Side selection for subsequent games: The opponent of the map picker chooses side.
- If a Game 3 is needed: The team that lost Game 2 picks the final map from the remaining pool. Alternatively, you can designate a decider map in advance, chosen by a separate veto or random draw.
For a Bo5, extend the bans and repeat the counterpick process until one team wins three games. Some tournaments allow a map to be played only once; others allow repeats in longer series. Clarify this before the event.
Starter Stages vs. Counterpick Stages
Many games distinguish between starter stages and counterpick stages. Starters are generally neutral, balanced maps used for the first game of a set. Counterpicks include maps that favor certain playstyles or characters and are only available after the initial game. Understanding this distinction helps you design a fair map pool.
- Starter stages: Typically 5 or 7 maps chosen for balance. Used in the initial stage striking procedure.
- Counterpick stages: Additional maps that may be less neutral. Allowed only after Game 1, often with restrictions (e.g., only one counterpick per set).
If your game has a large map list, you can designate a subset as starters and the rest as counterpicks. For example, a Super Smash Bros. tournament might use 5 neutral starters and 2 counterpicks. The veto process for Game 1 uses only starters, while later games can include counterpicks.
Handling a Decider Map in a Series
When a series goes to the final game (e.g., Game 3 in a Bo3 or Game 5 in a Bo5), the decider map must be chosen fairly. Common methods include:
- Repeating the initial veto with the remaining maps (but this can be time-consuming).
- Using a predetermined decider map selected by tournament organizers before the event.
- Allowing the player who is down in games to pick from the full map pool (after bans).
- Random selection from a pre-approved list of neutral maps.
For casual events, the simplest approach is to let the player who is behind in games choose any map from the pool that has not been played, with no additional bans. This gives a slight advantage to the trailing player, which many communities accept.
Side Selection and Its Interaction with Map Vetoes
Side selection is often tied to map selection. In games where one side has a notable advantage on certain maps, players may ban maps not because they dislike them, but because the opponent's side advantage is too strong. A standard rule is that the player who does not pick the map gets to choose their side. This balances the counterpick advantage. For the first game, after the map is chosen through striking, the player who struck second (or lost the initial coin flip) chooses side.
Documenting Your Rules for a Smooth Event
Write down the tournament map veto rules in a shared document or chat. Include:
- The exact map pool (with images if possible).
- The veto sequence in numbered steps.
- Who bans first and how that is decided.
- Rules for counterpicks and deciders.
- Any restrictions on repeated maps or stages.
Post the rules where everyone can see them before the tournament begins. During the event, have a visible bracket (even a simple whiteboard) so players know who they face next and which maps are being played. This keeps the event organized and avoids confusion.
Example Veto for a 7-Map Pool, Best-of-3
Suppose your game has maps named A, B, C, D, E, F, G. In a Bo3 between Alex and Sam, the process might look like:
- Coin flip: Alex wins and chooses to ban first.
- Bans: Alex bans A, Sam bans B, Alex bans C, Sam bans D. Remaining maps: E, F, G.
- Alex picks E as the starter.
- Sam chooses side (e.g., red side).
- Game 1 played. Alex wins.
- Sam (loser) picks F for Game 2. Alex chooses side.
- Game 2 played. Sam wins.
- Game 3 decider: Alex (loser of Game 2) picks G. Sam chooses side.
This flow is easy to follow and keeps the match moving. For a larger event, you might have a designated map pool and a fixed ban order that players memorize.
Adapting for Different Group Sizes and Time Constraints
If you have many participants, time is limited. Simplify the veto: use a Bo1 in early rounds with a quick stage strike from 5 maps. For finals only, use a Bo5 with a full veto procedure. Make the schedule realistic: a Bo3 with full veto can take 10–15 minutes before the match even starts. For a 16-player bracket, you cannot afford lengthy vetos in every round. Announce different rules per round in advance.
For smaller groups, you can be more elaborate and allow more bans or a larger pool. The key is consistency and clear communication.