RE:LO:AD FORMAT  EXPLAINER

RE:LO:AD FORMAT EXPLAINER

2025년 4월 2일

Reload is not just another competition—it’s an intense battle of strategy, risk-taking, and skill. With a unique format that rewards bold moves and punishes hesitation, every match counts. Will teams play it safe and manage their resources carefully, or take bold risks in pursuit of glory — and their share of the €480,000 prize pool?

At the heart of Reload is the Bullet system—but don’t be mistaken, “Bullets” aren’t in-game ammunition! In this competition, Bullets are a strategic scoring resource that influence a team’s ranking, standing, and survival. Managing them wisely is just as important as winning matches.

Adding another layer of strategy, teams have access to special Cards that can influence the course of the competition. Some provide additional Bullets, others help teams navigate challenging matchups, and a few enable bold, game-changing decisions. Knowing when and how to use these Cards could be the key to advancing to the Playoffs.

This explainer guide will walk you through everything you need to know about the format, rules, and key mechanics of the event. Whether you're competing or just following along, this guide ensures you're up to speed on how Reload works.


competition format

(How the tournament is structured and what it takes to win.)

Reload is a dynamic competition that unfolds in two main phases: the Group Stage and the Playoffs.

Group Stage - "Reload to Survive"

(The battle for survival and qualification.)

  • Starting Bullets & Reloading:
    At the beginning of the Group Stage, each Team is awarded 6 Bullets which are then put in a Bullet Reserve. These Bullets serve two purposes:
    • Leaderboard Position: A Team's standing is determined by the number of Bullets in their reserve.
    • Match Impact: When a team challenges an opponent, both teams "Reload" their Bullets limited by their opponent's reserve. If a Team wins, the Bullets committed are added back to its reserve; if it loses, they are deducted. A Team may even commit more Bullets than it currently has, but losing in that case can drop its total below zero, resulting in elimination. The group stage consists of 5 rounds in total. Teams cannot pick the same opponent twice.

Teams may not Reload more than the following number of Bullets:

  • For Round 1 and 2: each Team may not Reload more than 2 Bullets
  • For Round 3, 4 and 5: each Team may not Reload more than 8 Bullets

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  • Match Structure:
    Matches in the Group Stage are played in a Best of 1 format, making every match crucial for advancement and leaving little room for missteps.
  • Leaderboard & Direct Challenges:
    Teams are ranked by the number of Bullets in their reserve. Before each round, teams choose their opponents via direct challenges (starting from the lower-ranked teams). For Round 1, the challenge order is decided by a random draw.
  • Advancing to Playoffs:
    At the end of Rounds 4 and 5, Teams at the top of the Leaderboard (meaning with the higher number of Bullets in their Bullet Reserve) will directly qualify for the Playoffs. The number of Teams that move for each Round will be as follows:
  • At the end of Round 4: Top 4 Teams in the Leaderboard qualify to the Playoffs, while Teams ranked 17 to 20 are automatically eliminated from Reload. If at the end of Round 4, an odd number of Teams should progress to Round 5, then the top 4 Teams in the Leaderboard qualify to the Playoffs instead.
  • At the end of Round 5: Top 4 Teams in the Leaderboard qualify to the Playoffs, unless 5 Teams qualified to Playoffs at the end of Round 4 and in such case only the Top 3 Teams in the Leaderboard qualify to the Playoffs.

Elimination:
If a Team's Bullet Reserve drops to zero or below, it is eliminated---unless it uses a Duel Card to fight for survival.

  • Tiebreakers (if needed):
    • Round difference
    • Head-to-head results
    • Match win percentage
    • Round win percentage
    • Coin Toss

special cards - the wildcards of reload

Cards are strategic tools that can completely turn the tide of the competition:

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  • Survivor Card: If a Team starts a round with just 1 Bullet and wins, they gain an extra Bullet. This Card activates automatically in any round and can be used an unlimited number of times.

  • Flawless Victory Card: Winning a match with a perfect 7-0 scoreline rewards the Team with 2 extra Bullets. This Card activates automatically in any round and can be used an unlimited number of times.

  • Duel Card: If a Team is facing elimination, they can invoke this Card to initiate a 1v1 duel. If the team that invoked the Duel Card wins: Their Bullet Reserve is reset to 0

They gain one (1) Bullet for every in-game round won beyond their opponent’s score (i.e., the round difference)

If they lose: Their Bullet Reserve remains unchanged

  • Chicken Card: Allows a team to refuse a direct challenge, forcing the challenger to select another opponent. Activated by the Team facing the challenge. It can only be used once, during Round 2, 3, or 4.

  • Extended Mag Card: This Card can be played before a match to boost the number of Bullets a winning team retrieves---adding an extra 6 Bullets on top of their normal recovery. Activated by a Team before the match starts. Can be used once only, during Round 3, 4, or 5.

  • Eliminator Card: Eliminating an opponent via a match (or duel) gives the winning Team an extra Bullet. This Card activates automatically, can be used an unlimited number of times, and applies in any round.

With these Cards in play, every match remains unpredictable and full of surprises.

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For the Nerds: Bullet Chamber Recovery Explained

Each match outcome directly affects a Team's Bullet Reserve:

  • Winning Team:
    • Recovers all Bullets placed in the Reload Chamber.
    • Gains an equal number of additional Bullets.
    • If the Extended Mag Card is played, the winner gets 6 extra Bullets.
  • Losing Team:
    • Loses all Bullets put forward in the Reload Chamber.
    • If its reserve drops to 0 or below, the Team must play a Duel Card to fight for survival---or face elimination.

Example:

  • Team A Reserve: 3 Bullets; Team B Reserve: 5 Bullets
  • Team A Reloads 2, Team B Reloads 3
  • If Team A wins: Their reserve becomes 5; Team B's becomes 2.
  • If Team B wins: Their reserve becomes 8; Team A's becomes 1.

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Playoffs

(Where the best battle for the championship.)

After the Group Stage, the top 8 teams from the Group Stage move to a single-elimination bracket:

  • Quarterfinals & Semifinals: Matches are played as a Best of Three.
  • Final: The championship is decided in a Best of Five series.

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Competition Schedule

(When the action takes place.)

Group Stage (May 10 - May 14)

  • Round 1: May 10
  • Round 2: May 11
  • Round 3: May 12
  • Round 4: May 13
  • Round 5: May 14

Playoffs (May 16 - May 18)

  • Quarter Finals: May 16
  • Semifinals: May 17
  • Final: May 18

Now that you're up to speed on Reload's unique format and the strategic twists introduced by the Bullet and Card systems, get ready for an exhilarating display of tactical mastery and daring strategies. Whether you're a competitor or a viewer, prepare to be on the edge of your seat as the battle for supremacy unfolds!

Tickets for Reload are still available! Don’t miss out — grab yours now and join us in Rio for an unforgettable BLAST R6Esports kick-off Tournament:
https://www.eventim.com.br/en/artist/reload-rio/

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