Bretterhandel
Bretterhandel: a scout and a demoman at a timber stall in front of a castle
BRETT 6v6 Season 53 (Autumn 2026) Open

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0 playing on 4 servers

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Roster

10 players

Upcoming

  1. vs FOCAS
    Week 4
    cp_metalworks_f7 cp_granary_pro_rc17a3

Results

  1. L 0:4
    Week 3
    koth_bagel_rc13 cp_metalworks_f7
  2. W 4:0
    Week 2
    cp_sunshine koth_bagel_rc13
  3. L 0:4
    Week 1
    cp_process_f12 cp_sunshine

Latest Rule Change

All rule changes
ETF2L rules, changed on
### 2.2. Maps

#### 5CP (Adjusted)

The time limit is set to 30 minutes (mp_timelimit 30) and the win limit to 5 rounds (mp_winlimit 5). The round timer is set to 4 minutes. The first team to reach five points, or the team with the highest amount of points once the map timer runs out, wins the map. **During the group stage, if the map score is tied once the time limit is reached both teams will draw. During playoffs teams are supposed to run infinite overtime. See section below.**

##### Infinite overtime during playoffs (NEW!)

The Progressive Ruleset incorporates [this plugin](https://github.com/ozfortress/Enhanced-Match-Timer/) that creates a dynamic win condition. The 5CP round win limit gets reduced to the current highest score +1 when the match timer runs out. For example, if the score is 1-2 when the map timer runs out, the win limit will be set to 3 and round continues.

The specifics of the progressive ruleset playoffs will look like this:

- The map timer for 5CP maps will be 25 minutes.
- The round timer for 5CP maps will be 4 minutes.
- If a team scores a total of 5 rounds before the end of the map timer, they win the map (winlimit 5).
- If neither team has scored a total of 5 rounds once the map timer runs out, the round winlimit is set to the current highest round score +1. The match continues until one team reaches the new round winlimit.

You can activate this ruleset by exec’ing `etf2l_6v6_5cp_prog.cfg`.


### 3.7. Skill Contribution
This real has been removed in its entirety as its been removed by the roster lock system instead. See rule 1.5.

### 2.7. Player Experience
Player experience determines both late-joiner and default mercenary eligibility.
A player may not late-join a team in any division below their experience and is not an eligible default mercenary in any matches in those divisions.
A player’s experience is defined to be the highest division from:
  - The division in which that player is rostered in the ongoing competition of that gamemode
  - The player's previous three active seasons in any gamemode

A previous season is active if the player played at least three matches in that season.
Cups (pre-season, one-day cups, Nations Cup, etc.) do not count toward experience.
Players may not leave and rejoin rosters to circumvent the default mercenary clause before playing their first official of the current season.

Playoff matches count toward the tier above. Seasons with three or more playoff matches or a Grand Final appearance count as one tier higher.
A player’s experience in one gamemode is considered and converted using the charts below when applied to the other gamemode:

![Conversion Divisions](https://rules.etf2l.org/img/cdiv.png)
![Conversion Tiers](https://rules.etf2l.org/img/cts1.png)

Examples of cross-gamemode experience:

Last 3 seasons: HL Mid, 6s Low, HL Mid → counts as HL Mid and 6s Low
Last 3 seasons: HL D2, 6s Low, HL Mid → counts as HL D2 and 6s D4/Mid
Last 3 seasons: HL Open, 6s Mid, 6s Mid → counts as HL Low and 6s Mid

For the lowest tiers (Open/Fresh/Division 6) matches played from all seasons count towards player experience.
Experience in other leagues (RGL, ozfortress, AsiaFortress, etc.) also counts and must be disclosed in relevant situations. Failure to disclose may result in removal from a team or withdrawn merc permissions.
**A player’s past experience from the last 3 active seasons decays by one division for every two full years since the last official in the season it was earned. The lowest possible tier after decay is Low/D5**.
Decay progression is based on the tier set of the division originally played:
  - Premiership → D1 → D2 → D3 → D4 → D5
  - High → Mid → Low
  - Note: High = D1/D2, Mid = D3/D4, Low = D5, so if a player decays from D1 → D2 they would still count as High.

Examples of decay:
- Player played D1 four years ago → counts as D3/Mid (D1 decays twice: D1 → D2 → D3).
- Player played D3 two years ago → counts as D4/Mid (D3 decays once: D3 → D4).
- Player played High eight years ago → counts as D5/Low (High decays twice and not further: High → Mid → Low).
- Player played Premiership six years ago and Low last season → counts as D3/Mid (Premiership decays three times: Prem → D1 → D2 → D3).

#### 2.7.1. Dropped teams & Leaving & Rejoining rosters
If a player has played two or fewer officials in the current season and their team has dropped from the competition, they may late-join a team based on their experience as determined purely by their last three active seasons.
Their default mercenary eligibility is based on Rule 2.7, as outlined above, and any official matches played that season with the dropped team, whichever is higher.

#### 2.7.2. Premiership Grand Finals Experience
Players who have played in a Premiership Grand Final within the last two years are considered as having experience one tier above Premiership for default mercenary purposes.
Hence, these players are not eligible as default mercenaries in Premiership.
However these, players retain their late-joiner eligibility for Premiership during this period.
RGL Invite Grand Finals are deemed as equivalent to ETF2L Premiership Grand Finals.