> For the complete documentation index, see [llms.txt](https://docs.trickys.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.trickys.gg/games/carrier-command-2/rules.md).

# Rules

## Joining A Team <a href="#joining-a-team" id="joining-a-team"></a>

1. You must [sign up to a team](https://trickys.gg/events) on the website to take part prior to event start You will not be able to sign up after the event start time.
2. If you sign up for a team and fail to show without good reason or you leave after the event is underway, you may not be able to take part in future events. This does not apply to the Reserve Group.
3. If all slots on all teams are full, there is a “Reserve” Group. Signing up to this team does not guarantee a spot in the event.
4. Reserve players may ask to join understrength teams during the event. A team is considered understrength when they have less than 6 players for single carrier games and 12 players for multi carrier games.
5. The server used for events is the Tricky’s EU#1 Server. The password for the server will be given in the <mark style="color:purple;">#⭐︱cc2-event</mark> channel at event start that is only visible to those who have joined a Team, this channel is not visible to the Reserve Group. Revservists must ask for the password from the team they wish to join.

## Event Rules <a href="#event-rules" id="event-rules"></a>

1. Do not launch or move the carrier before the Go Ahead is Given and ALL teams have signaled ready in the server chat.
2. Teams are allowed up to 10 minutes between server startup and “Go” for planning and strategy.
3. Logistics and loadouts are allowed to be modified prior to launch. Vehicles are not allowed to be launched.
4. Players on carriers that have been defeated are permitted to ask to join remaining teams at the discretion of each team’s original crew/captains.
5. Barges are not to be used for Scouting.


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