Activision lists two-minute rounds, a first-to-six format and teams of up to six. Teams alternate attack and defense at two bomb sites. Players keep earned cash after death but lose the purchased loadout.
Read the team economy before buying
Check the money available to every teammate. Activision lists armor, Perks, equipment, pistols, standard weapons and higher-tier weapons in the buy menu, plus a team-funded UAV. Exact prices and payouts are not published in the launch overview, so check the in-game menu.
State the round objective in one sentence
On attack, name the intended bomb site and the route to it. On defense, name who watches each approach and who can rotate. A simple call keeps the buy aligned with the actual round plan.
Pair utility with a job
A flash or smoke should help someone enter, cross or hold a specific space. The official buy list includes Flash Grenade, Smoke Wall, Stim and Riot Shield among its choices; availability does not mean each item fits every round.
Protect the plant and defuse
The round can reward planting and defusing, while eliminations and wins also add cash. Do not treat a plant as a solo task: cover the acting player, then reposition to make the post-plant defense harder to clear.
Plan for a death without inventing prices
Dying removes the purchased loadout, though earned cash carries forward. Decide when a modest buy serves the next two rounds better than a single expensive push. Make that decision from live prices, not a fixed online chart.
Review the buy as well as the fight
After a loss, ask whether the team lacked a route, a trade, a site cover or the right utility. Record the actual purchases and outcome in the journal; change one part of the next buy.
Official rules, independent practice
Map names, map settings, mode formats, round limits and equipment options come from Activision's October 21 launch overview. Plans and coaching prompts are this site's own suggestions. Verify playlist availability and any balance changes in the live game.
