A map is MR12: two halves of twelve rounds, sides switch at the break, first
to 13 takes the map. Every round is an economy puzzle and a scripted tactic, weighted by your players’ role ratings, not a coin flip.
“It feels random”
Results are not RNG: the sim picks a winner from squad power, map strength, the Elo gap and
team morale, then loads the round dice by ability.
MR12 · overtime · Bo1 / Bo3 / Bo5 · veto
The match structure
One map: MR12Datamined constants
First half12 roundsYou start one side
Side switch
Second half12 roundsSides flip
Map winFirst to 1324-round regulation
12–12A tie triggers overtime: MR3 (3 rounds per side, first to 4).
Tied overtimes repeat until one team is ahead by four.
The series
Bo11 map
A single decider: one map, one map veto, high variance. Common in group stages.
Bo3up to 3
First to two maps. The standard playoff format; the veto shapes the whole series.
Bo5up to 5
First to three. Reserved for grand finals: depth of map pool decides it.
Map vetoFirstPick / FirstBan
1Team ABans its worst map
2Team BBans its worst map
3Team APicks a map to play
4Team BPicks a map to play
5BothTrim remaining maps
6·Last map left is the decider
Each team carries a preferred first pick and first ban; the analyst’s pre-match report
advises the order.
Objective, not just fragging
Winning a round
A round is won two or three ways depending on the side. The bomb is the axis: every tactic is
built around planting on A or B, holding the plant, or retaking the site.
TTerrorists win by
Detonating the planted C4 (40s timer)
Eliminating all five CTs
CTCounter-Terrorists win by
Defusing the bomb (10s, or 5s with a kit)
Eliminating all five Ts
Running the round timer out with no plant
Buy states · loss bonus · rewards
The round economy
Money carries between rounds, so the buy you can afford drives the tactic you run. The five
buy states are a hard enum; the dollar figures follow standard CS2 MR12 economy.
The five buy statesEnum · datamined
PistolThe first round of each half: everyone on $800, pistols and light utility only.
Full BuyRifle, armour and a full utility set. Where the scripted executes happen.
Semi BuyA partial buy: some rifles, some armour, thinner utility.
Force BuySpend everything on a weak bank to steal a round or deny the enemy economy.
EcoSave the money, expect to lose the round, keep guns alive for next round.
Loss-bonus ladder$ = CS2 convention
Lose consecutive rounds and your bank floor climbs each time; a single round win resets it.
This is what lets a beaten team re-buy.
$1,400L1
$1,900L2
$2,400L3
$2,900L4
$3,400L5
Round & kill rewards$ = CS2 convention
Round win
$3,250
Bomb detonation (T)
$3,500
Plant (even on a loss)
+$800
Kill (most weapons)
$300
Kill with the AWP
$100
Money cap
$16,000
The AWP’s low kill reward is why an AWP-heavy round is an economic gamble.
The win-probability chain
Who wins the map
The auto-match win chance is a pipeline of datamined inputs, best read from the diagram below: staff quality raises map-practice %, which raises win probability.
Squad powerAverage role rating of the five starters
+
Map strength0–100% familiarity for that specific map
+
ERS (Elo)The ladder gap turned into a probability
+
Morale & fitnessTeam-state modifiers on top
=
Win probabilityRolled per map, then animated
Fact vs inferenceWin-chance inputs are datamined; the exact weights are not, since every scoring method is stubbed in the game files.
Per-player row
Reading the live sim
In Simulation Mode you watch the match top-down and call one tactic per round. Your only live
levers are pause, speed and the tactic call; each player’s row reads like a broadcast HUD.
Live sim
Kills columnHP barPlayer moneyIGL badge
Reading a player rowTCT
Kills: the star column. More kills = higher round impact.
Deaths: the skull column. A dead player’s HP is gone for the round.
Money: the per-player bank that decides next round’s buy.
HP: the heart. Full at round start, whittled by damage.
Weapon & nades: the held gun and remaining utility icons.
IGL badge: flags the in-game leader in the row.
The same idea, drawn as a linked scoreboard: two real top-ranked rosters on a top-down,
each marker tied to that player’s season rating, role and top stat.
Illustrative positions: the game ships no in-match coordinates, so the ten spots are
hand-placed. The ratings, roles and top stats are real season values from the player database.
K/D/A · HS% · DMG · MVP
Reading the post-map scoreboard
Post-map scoreboard
Reading the scoreboard
K / D / AKills, Deaths, Assists: assists include flash assists.
HS%Headshot %: headshots over kills; scaled by weapon and aim.
DMGDamage / ADR: average damage per round, the truest fragging metric.
MVP: the map most-valuable-player marker.
Round strip: skull = the round was won by elimination.
Round strip: bomb = the round was won by detonation.
Round strip: defuse kit = the round was won by defuse.
The round-by-round strip runs between the teams: one cell per round, top block for half
one and bottom block for half two, each tinted the winning side’s colour.
Keep reading
The economy decides your buy; the buy decides your tactic,
and the tactic leans on specific player roles.
The rest of the game (staff, training, transfers and finances) lives in the manager guide.