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Clubhouse Map Guide: Attacking & Defending Key Sites

Clubhouse: The Map Everyone Knows and Nobody Fully Masters

Clubhouse has been in the Rainbow Six Siege rotation for years, and that longevity is a double-edged sword. Everyone knows Clubhouse. Everyone has a plan for Clubhouse. And precisely because everyone thinks they know Clubhouse, rounds are lost to assumptions — the attacker who rushes the same default take for the hundredth time, the defender who sets up the same site the same way and gets dismantled by the same counter.

This guide breaks down Clubhouse the way experienced players actually think about it: site by site, with real attack plans, real defensive setups, and the decision points that separate good Clubhouse players from people who just have hours on the map. If you’re still building your fundamentals of reading maps, our map knowledge guide covers the callout system and learning methods in depth.

One important caveat before we start: callouts vary by region and by stack. The names in this guide are the widely used community standards, but your group may call things differently. What matters is that your team agrees on names — consistency beats correctness. Maps also get reworked over time, so if something in this guide doesn’t match what you see in-game, the map changed, not your eyes.

Clubhouse at a Glance: Layout and Character

Clubhouse is a medium-sized map set in a biker clubhouse — a bar, a garage, a church (yes, an actual chapel room), sleeping quarters, and a workshop, spread across three floors. The building sits in a rural compound with outbuildings and open ground around it, which means the exterior matters here more than on maps where you spawn against a wall and push a door.

The three floors shape everything:

  • Basement: Church and Arsenal. The lowest bomb site, with limited entry points and a ceiling that attackers can exploit from above.
  • First floor: Bar and Stock (also called Bar/Stage in some callouts). The central site, surrounded by the kitchen, lounge, and main entrance areas.
  • Second floor: Cash Room and Bedroom. The top site, with roof access and windows that give attackers angles defenders have to respect.

Clubhouse’s character is defined by verticality and flank routes. Almost every site can be attacked from above or below, and almost every site has a flank route that punishes defenders who over-commit to the front door. The map rewards teams that think in three dimensions and punishes teams that play it like a flat floor plan.

Bar / Stock: The Central Fortress

Bar/Stock is the first-floor site — the bar area itself plus the stock room behind it. It’s the most-played site on the map and the one most teams have the deepest playbook for.

Attacking Bar/Stock

The default attack pushes from the main entrance and the kitchen side, but experienced teams know the real play is pressure from multiple angles at once. Bar/Stock has a lot of soft walls, which means hard breachers and operators who open walls change the geometry of the site dramatically. The stock room’s walls are a focal point — opening them splits the defenders’ attention and creates crossfire angles that are hard to hold against.

The common attacking mistake here is the slow single-file push through the main door. Bar/Stock’s defenders expect it, and the bar counter itself provides cover that lets a single defender stall an entire push. Instead, coordinate: one element takes the front while another works the stock room walls or the kitchen flank. The site falls when defenders have to watch two directions — it holds when they only have to watch one.

Defending Bar/Stock

Defenders should reinforce the critical walls — particularly the stock room walls that attackers want to open — and set up crossfires between the bar and the back room. The bar counter is your best friend: it breaks line of sight, lets you reposition, and forces attackers to expose themselves to check multiple angles.

Don’t over-rotate. Bar/Stock’s biggest defensive failure is the whole team collapsing into the site and getting traded one by one. Keep a player in a position to watch the flank — the kitchen and lounge approaches are where late-round surprises come from. And remember that attackers can open the ceiling from above in some spots, so a roamer or a well-placed piece of intel upstairs isn’t a luxury, it’s part of the site defense.

Church / Arsenal: The Basement Bunker

Church/Arsenal is the basement site — the chapel and the armory below the main building. It’s the most structurally defensible site on Clubhouse, and also the one where vertical play matters most.

Attacking Church/Arsenal

The defining feature of this attack is the floor above. Attackers who control the first floor above Church can open the ceiling and the hatches, raining pressure down onto defenders who thought the basement was safe. This is the single most important concept on this site: the basement is only as safe as the floor above it.

A standard attack takes the first floor first — clearing roamers, opening hatches, and establishing vertical angles — before committing to the basement push. The dirt tunnel and the main basement stairs are the ground-level entries, but pushing them without vertical support is how attacks die. The hatch drops are the playmakers: they let attackers enter the site from angles defenders can’t easily cover while also watching the stairs.

Defending Church/Arsenal

Defenders need to contest the floor above. This is non-negotiable. If you give attackers free control of the first floor, they will open every hatch and every soft ceiling panel, and your basement site becomes a shooting gallery. A roamer upstairs — or at minimum, intel and denial on the hatches — is part of defending Church, not a separate job.

Reinforce the hatches you can’t hold, and be ready to play around the ones you can. The Arsenal walls facing the tunnel need attention, and the Church’s multiple doorways mean you need crossfires, not just bodies. The basement’s limited entry points are an advantage only if you actually watch them; a single unchecked tunnel push can end the round.

Cash Room / Bedroom: The Top-Floor Puzzle

Cash/Bedroom is the second-floor site — the cash office and the bedroom area. It’s the site most affected by exterior play, because the roof and the windows give attackers options that don’t exist on the lower sites.

Attacking Cash/Bedroom

Roof control is the headline. Attackers who get onto the roof can rappel onto the windows, drop into key positions, and pressure the site from angles that force defenders to spread thin. The window play is the defining feature of this site — defenders have to respect the possibility of a rappel at any moment, which means they can’t fully commit to holding the interior doors.

The interior attack works through the central stairs and the hallway, but the smart play combines interior pressure with the exterior threat. Even the *threat* of a window rappel changes defender positioning; you don’t always have to take the rappel, you just have to make them defend against it. Coordinate the timing: interior push and window pressure landing simultaneously is what breaks this site.

Defending Cash/Bedroom

Defenders must watch the windows without over-committing to them. It’s tempting to put two players on rappel-watch, but that leaves the interior doors under-defended. The balance is one player with window awareness plus utility — or intel from a teammate — while the rest hold the site’s interior angles.

Reinforce the walls that matter and don’t get greedy with the runouts. Cash/Bedroom tempts defenders into aggressive spawn peeks and runouts because the exterior is so accessible, but a failed runout is a free man advantage for the attackers. Play the site, trust the crossfires, and let the attackers come to your angles rather than chasing theirs.

Common Attack Plans on Clubhouse

Beyond the site-specific takes, Clubhouse attacks follow a few recognizable patterns:

The vertical-first take. Clear the floor above (or below) the site before committing to the site itself. This is the dominant strategy on Church/Arsenal and a strong option on Bar/Stock. It takes time, but it converts the map’s verticality from a defender advantage into an attacker weapon.

The split push. Two elements hitting the site from different directions simultaneously. Clubhouse’s sites all have multiple approaches, and the split push exploits that. The key is timing — a split push that arrives in sequence is just two failed solo pushes.

The default-to-adapt. Start with the standard take your team knows, but have a planned adaptation for the common defensive counters. If the defenders are heavily reinforcing the stock walls, have a pre-planned pivot to the kitchen flank. Clubhouse rewards teams with a plan B more than teams with a perfect plan A.

Common Defensive Setups on Clubhouse

The anchor-heavy site hold. Most defenders on site, reinforced walls, crossfires, minimal roaming. This works on Church/Arsenal where the site is structurally strong, and it fails when attackers get vertical control for free. Anchor-heavy only works if someone is contesting the floor above.

The roam-and-retreat. One or two roamers upstairs or on the flanks, falling back to site as the attack develops. This is the most common setup on Bar/Stock and Cash/Bedroom. It works when the roamers actually get intel and fall back in time; it fails when roamers get greedy and die for nothing.

The spawn-peek gamble. Aggressive early picks from windows and doors. High variance — it wins rounds outright when it works and loses them outright when it doesn’t. Use sparingly, and never as the whole defensive plan.

Roamers and Map Control

Clubhouse is a roamer’s map and a roamer-hunter’s map in equal measure. The three floors and the exterior create a lot of space for roamers to operate, but the same verticality that helps roamers helps attackers clear them — drones and vertical angles cut down hiding spots.

As a roamer, your job is time and intel, not kills. Every second the attackers spend hunting you is a second they’re not executing on site. Get your information, take the free kill if it’s genuinely free, and fall back before you get traded. The roamer who dies for one kill and gives up map control has done the attackers a favor.

As an attacker clearing roamers, be systematic. Drone ahead, clear floor by floor, and don’t leave a floor half-cleared behind you. The most dangerous roamer on Clubhouse is the one you thought you cleared.

Vertical Play: Clubhouse’s Defining Mechanic

If there’s one concept that separates good Clubhouse players from bad ones, it’s vertical play. Almost every site on this map interacts with the floor above or below it:

  • Above Church/Arsenal: hatch drops and ceiling destruction decide the site.
  • Above Bar/Stock: ceiling angles pressure the bar area.
  • Below Cash/Bedroom: less relevant, but the floor below still matters for flank routes.

Learn which floors and ceilings are destructible. This isn’t trivia — it’s the difference between a take that works and a take that bounces off. And on defense, assume the attackers know: reinforce what you can, and position so that vertical pressure is an inconvenience rather than a round-ender.

Operator Picks That Fit Clubhouse

You don’t need a rigid meta lineup, but certain operator *roles* consistently matter on Clubhouse:

  • Hard breach for the reinforced walls around every site.
  • Vertical play tools — operators who open hatches and floors, or deny them.
  • Intel — the map’s size and verticality make information more valuable here than on compact maps. Our Valkyrie guide covers one of the strongest intel operators for maps like this.
  • Flank watch — someone has to cover the routes attackers use to get behind you.

If you’re still building your operator pool, our best operators for beginners guide covers flexible picks that work on maps like Clubhouse without demanding expert-level execution.

Common Clubhouse Mistakes

Ignoring the floor above Church. The single most common and most punished mistake on the map. If you’re defending basement and nobody is contesting upstairs, you’ve already lost — you just don’t know it yet.

The solo hero push. Clubhouse punishes uncoordinated play harder than most maps because every site has a flank. The attacker who pushes alone gets traded; the defender who peeks alone gets traded. Play with your team or die without them.

Over-rotating on defense. The whole team collapsing into the site feels safe and plays terribly. Someone has to watch the flank, someone has to hold the vertical. A site with no perimeter is a site waiting to be surrounded.

Forgetting the exterior. Clubhouse’s outside is part of the map, not a lobby. Spawn peeks, runouts, roof play, window rappels — the exterior decides rounds. Teams that treat the building as the whole map get surprised by the half of the map they ignored.

No adaptation. Running the same take into the same counter for three rounds in a row. Clubhouse is a thinking player’s map; the team that adapts wins the chess match.

Frequently Asked Questions

What are the bomb sites on Clubhouse?

The three bomb sites are Bar/Stock on the first floor, Church/Arsenal in the basement, and Cash Room/Bedroom on the second floor. Each has a distinct character: Bar/Stock is the central brawl, Church/Arsenal is the vertical-play bunker, and Cash/Bedroom is the window-and-roof puzzle.

What is the best site to defend on Clubhouse?

Church/Arsenal is structurally the strongest — limited entries, basement positioning — but only if the defense contests the floor above. An uncontested upstairs turns the strongest site into the weakest. Many teams consider Bar/Stock the most balanced site to defend because it’s the most practiced.

How do you attack Church on Clubhouse?

Take the first floor above Church first. Clear roamers, open the hatches, establish vertical angles, and then push the basement with the ceiling already working for you. Pushing the basement stairs or tunnel without vertical support is the low-percentage play.

Is Clubhouse attacker or defender sided?

It shifts with the meta and the skill level, but Clubhouse is generally considered one of the more balanced maps — which is why it’s been in rotation so long. The verticality gives attackers powerful tools, but the sites are structurally defensible. Team coordination matters more than side selection here.

What operators are good on Clubhouse?

Rather than a fixed list: bring hard breach for the reinforced walls, vertical play capability for the hatches and floors, and intel for the map’s size. Flexible operators who can do multiple jobs are especially valuable because Clubhouse demands adaptation between rounds.

How do I learn Clubhouse callouts?

Play the map deliberately — one site at a time, in custom games or with a patient stack. Use the compass, listen to what experienced teammates call, and standardize names within your group. Our map knowledge guide has a full method for learning any map’s callouts efficiently.

The Bottom Line

Clubhouse rewards the team that thinks in three dimensions. The sites are fair, the verticality is the weapon, and the difference between winning and losing is usually one floor of map control — the upstairs above Church, the roof above Cash, the ceiling above Bar.

Learn the sites, respect the vertical, coordinate the timing, and adapt when the enemy does. Do that, and Clubhouse stops being the map everyone thinks they know and becomes the map you actually do.