Six modes. Olympic rules. One champion.
UT Olympics runs on a medal-table system. Teams compete across every game mode. Medal placements compound into a season-long leaderboard.
Three phases. One trophy.
Every team plays every other team in every game mode. Round-robin across 6 weeks. Wins accumulate points; losses don't eliminate you.
Top 4 teams from each mode advance to single-elimination brackets. Gold, silver, and bronze medals awarded per mode.
Medals tally into the UT Olympic Champion table. Gold > Silver > Bronze > point differential. One team takes the crown.
Medal values
The six disciplines
Pure fragging. Every player for themselves on the team. Highest kill count wins. This is the foundation of UT and the test of raw aim.
Squad combat with coordinated weapon control and item timing. Map awareness and armor rotation decide the round more often than aim duels.
Grab the enemy flag, defend your own. Requires dedicated runners, mid-map control, and flag defense. The discipline that rewards strategy as much as mechanics.
The purest test of individual skill. Map control, weapon stacks, and mind games. No teammates, no excuses.
Attackers race to complete map-specific objectives; defenders hold them off. The most tactical mode — a new map makes for a new puzzle.
Control the map's capture points. Points tick up while you hold them. Ends when a team hits the target — or when the clock runs out.
Two-mode player cap
A captain may assign any single player to a maximum of two game modes across the tournament. This prevents star-stacking and forces teams to build depth. Rosters should reflect specialists, not one-trick mains.