THE STRUGGLE
24 / 280 ONLINE
SIGNAL ACQUIRED CHERNARUS // 4V4 ELIMINATION

The Struggle
Tournament

Teams of four, an elimination bracket, best-of-five matches inside a collapsing zone — no respawns, last team standing takes the round.

Server: 172.111.51.206:3002 — "THE STRUGGLE - Arena Server"

§ I — HOW IT WORKS
Six axioms, start to finish The server runs the whole thing. You bring four people.
06 axioms
§ I

Form a team.

Press [ in game, create a team of up to four — or join one by invite — and mark it Ready. A short team still plays: three can take on four.

§ II

The bracket locks.

An admin locks it, or the scheduler does at the start time. Single or double elimination, whichever the night is configured for.

§ III

Matches are best of five.

Each round both teams are teleported to opposite edges of an arena on a fixed kit — one team in red, the other in blue, armbands to match, and it stays on for the round. Kits climb as the bracket does — the early rounds open on SKS, Mp133 and Makarov; the top tier is M4A1, B95 and Deagle. Twenty arenas across Chernarus, every one of them 250 m across, and two matches run at once on separate ones — so the bracket moves twice as fast and your match is yours alone.

§ IV

The zone moves in.

The circle holds, then slides. At ninety seconds the first one starts moving and takes forty-five to arrive — center and radius together, so the edge sweeps in on you instead of jumping past you, and a jog outruns it on every leg. You can see it and the one after it from the moment the round goes live. Step outside and the air turns on you — the screen goes sick and green, gas curling at your feet — and it gets worse the longer you stay out and the further you go. Clip the edge of the first circle and you will live. Sit outside the last one and you will not: the circles hit harder as they close, and the final one kills in seconds. A smaller team starts inside a smaller first circle, not a smaller arena. Last team standing wins the round, and there are no respawns inside one.

§ V

Drops get 60 seconds.

A player who disconnects mid-round has sixty seconds to reconnect exactly where they were, with the gear they had. Leave unconscious and you are out.

§ VI

Scheduled nights.

Tournaments run unattended. Registration opens thirty minutes before a scheduled start with countdown announcements, the bracket locks at the start time once at least two teams are ready, and the server runs the bracket to the end by itself. An admin who logs in takes over.

Times: Mon, Tue, Thu, Fri and Sat at 8:00 PM, Sun at 3:00 PM - server time (US Central). Registration opens 30 minutes before. In game, every panel shows the next start on your own clock, so you never have to convert it yourself.

§ II — OPEN PLAY
No bracket, no start time Turn up with a team and the next match finds you.
06 axioms

Open now, on the Arena server. No schedule and nothing to sign up for — bring one other team and you are playing. The scheduled tournaments above run as they always have.

§ I

Form a team.

The same window and the same key as a tournament night — press [, make a team of up to four or join one by invite, and mark it Ready. One to four all play. Nobody locks a bracket and nothing waits for a start time.

§ II

Two ready teams start.

The server pairs them itself and a best of five begins on one of the twenty arenas, on a kit drawn at random. No admin presses anything. If you are the only team on, it waits for a second.

§ III

Win and you hold the arena.

The winner stays on and takes the next challenger. The loser goes back into the queue behind whoever has been waiting longest — not to the back of a punishment line, just back in. Lose and you are playing again within a match.

§ IV

More teams, more matches.

Three teams and the winner holds while the loser sits one out. Four and two matches run at once, winners meeting winners and losers meeting losers. Six and it becomes a rolling ladder — the longer you have been waiting, the sooner you are called.

§ V

Hold, or step down.

Win and you get eight seconds to decide. , holds the arena and takes the next challenger. . steps down and puts you back in the queue with your streak intact. Do nothing and you hold — the prompt runs out in your favor.

§ VI

The queue is visible.

A POOL tab in the tournament window lists every waiting team, in the order the server will call them, with how long each has been waiting and how long a streak it is on. The lobby scoreboard carries the short version: how many are waiting, where you are, and who is up next.

§ III — WHAT YOU NEED
Two mods and four people Subscribe, launch, connect. Nothing else to install.
04 entries

The mod is the whole install. The tournament pack carries the team window, the bracket, the arena map and the zone rings. Community Framework is its dependency — subscribe to both or the game will not load in.

01 The Struggle TournamentThe client pack, on the Steam Workshop. MOD
02 Community FrameworkDependency. The tournament pack does not run without it. CORE
03 A Steam accountOwning DayZ, signed in, with both items subscribed. REQUIRED
04 The server172.111.51.206:3002 — "THE STRUGGLE - Arena Server" CONNECT
§ IV — STANDINGS
Everything is on the record Every match logged. Standings on screen when the night ends, and a board that carries between them.
LOGGED

Every match is logged. The server writes one line per event for the whole tournament — who started what, who hit whom, from how far, and how each round ended. That log is the authoritative record, not the chat and not anybody's memory.

When the last match is decided, the final standings are shown in game: the champion first, then every other team ranked by how far it got. Your own kills and deaths for the night come up with them.

Results: posted in Discord.

And a board that outlives the night. Open play keeps a running record: wins, kills and deaths for every player, and the same for every team. A STATS tab in the tournament window shows the top twenty-five with your own row pinned to it, however far down you are. Two views — the season you are in, and all time. Seasons have dates; when one ends its table is filed away whole and the next starts clean, while the all-time column keeps counting.

Only a match that was played counts. Win because nobody turned up and it is not a win — the walkover is recorded, but no team gains from one. Teams are recognized by their people as well as their name, so a squad that swaps a player keeps its history, and a different group reusing a familiar name starts from nothing.

§ V — COMMS
Find the other three Team up, hear the start times, argue about the bracket.
JOIN OPEN

discord.gg/thestruggle

Same Discord as the rest of The Struggle. Voice channels to run a team out of, and where the schedule and the results go.