

Glaz · Clubhouse 1F
Bar / Stage
Draft – not yet verified in-gamePlaying soloJust you and random teammates — a simple plan
Help your team plant the bomb and keep it safe until it goes off.
Your gadget: Flip Sight (thermal DMR scope). Scope that highlights defenders through smoke.
- Go this way: Main Gate → Porch → Lobby
- Plant the defuser here: Stage, next to the Stock wall
- After the plant, hold here: Stock, watching the breach
- After the plant, hold here: Lobby, watching Stage
Red A/B circles are the two bomb spots. Numbers on the map match this list. Positions are drawn on Ubisoft's official blueprint and are approximate.
- Don’t plant in the middle of the room where everyone can see you.
- Don’t stand in the same spot as your teammates after the plant.
- Playing with strangers? Ping (mark) enemies and walls so your team knows.
Playing with a teamFull plan: every role, drones, breach, plant and what to do if it goes wrong
Make the plant stick.
Team goal: Take Stock, open the reinforced Stage wall from Stock, and pinch the Bar / Stage room from Lobby and the 2F hatch.
Plant support (your main job)
Cover the planter from Stock; after the plant, deny the Bar and Lobby sides.
With Flip Sight (thermal DMR scope): Hold a long, outside-in angle on the marked post-plant position (window or long hallway) so defenders rotating to defuse have to cross your sightline.
Intel (if the team needs it)
Drone Stage from Lobby, then Bar and Pool. Call the Mira and where the Bar anchor sits.
With Flip Sight (thermal DMR scope): Pair with a smoke from a teammate: watch through the smoke for rotating defenders and call them.
Spawn & approach
Kennels or Trash side (north-east) for Stock. Main Gate for the Porch / Lobby player. Construction Site for the Kitchen player.
- Take Stock through its north door (Trash side) or its east door next to the Red Stairs.
- Send one player through the Kitchen Entrance to hold Kitchen Hallway and the Main Stairs.
- Keep one player on the Porch to push Lobby when the wall opens.
Drone checklist
- Stage corners next to the Stock wall (anchors wait there for the breach).
- Behind the Bar booth and in Pool — the Bar anchor often plays deep.
- Kitchen and Kitchen Hallway for the roamer.
- Lobby and the Lounge door for the flank.
Team map
- Drone: Drone Stage and Bar from Lobby
- Enemy likely: Bar anchor behind the booth
- Enemy likely: Stage anchor off the breach line
- Move: Main Gate → Porch → Lobby
- Plant: Stage, next to the Stock wall
- Hold: Stock, watching the breach
- Hold: Lobby, watching Stage
- Plant: Bar, Pool side (backup plant)
- Move: Trash side → Stock north door
- Move: Kennels → Stock east door (by Red Stairs)
- Move: Construction Site → Kitchen → Kitchen Hallway
- Vertical: 2F Construction hatch drops into Stage
- Vertical: 2F Gym hatch drops into Pool
- Hard breach: Stage wall — breach it from Stock
- Move: Push through the breach into Stage
- Hold: Kitchen Hallway (north flank)
- Hard breach: Bar wall — backup breach from Kitchen Hallway
Red A/B circles are the two bomb spots. Numbers on the map match this list. Positions are drawn on Ubisoft's official blueprint and are approximate.
Team execute
- Take Stock from the Trash side (north door) and its east door by the Red Stairs; drone Stage and Bar.
- The vertical player goes up to 2F Construction and opens the hatch over Stage; a second hatch in Gym drops into Pool.
- The anti-gadget player clears the Stage wall from Stock, then the hard breacher opens it.
- Push Stage through the breach while one player hits Lobby from the Porch and another holds Kitchen Hallway.
- Plant Stage near the breach and spread out to the hold spots.
Plant
Plant Stage right after the Stock wall opens, close to that wall, so the players in Stock and in Lobby both cover it. Bar is the backup plant once Kitchen Hallway and Pool are yours.
Post-plant positions
- Stock, looking through the breach
- Lobby, looking up into Stage
- Kitchen Hallway (north flank)
- 2F Construction, playing the hatch over Stage
Pitfalls
- Staying on one window too long – defenders will counter-peek or run out.
- Being too far away to trade teammates.
- Planting in the open middle of Bar.
- Losing your drone in Stock to the first roamer.
- Only attacking from Stock — the breach becomes one easy angle.
- Ignoring 2F: defenders in Construction and Gym can drop or shoot through the hatches.
- Calling “Bar” without saying Bar, Stage or Pool — be specific.
If defenders…
- If the Stage wall stays denied, breach the Bar wall from Kitchen Hallway and plant Bar.
- If Kitchen is stacked, smoke Kitchen Hallway and play the Construction hatch instead.
- If a roamer keeps flanking from Lounge, breach the Lounge wall from Garage and clear it first.
More & sources
Other plant support picks here
Sources
- Ubisoft – Clubhouse map page (official blueprints)
- PCGamesN – Crystal Guard map changes (Clubhouse Bar / Stage site, Cash wall)
- siege.gg – Clubhouse map guide
- Rainbow Six Fandom – Clubhouse
- Recon 6 – Clubhouse Cash / CCTV summary
- Siege School – How to prep CCTV / Cash like a pro team
- R6Calls – community callouts
Callouts from the community R6Calls project, aligned to Ubisoft's official blueprints.