MNVL Rules Handbook

Please read the general rules, then see the game-specific rules below.

 
  • Subscribe to the MNVL Google Calendar here: MN Esports 

    Important Dates: Fall Club 

    • Registration Period: August 19th - Closes September 15th. Teams need to be created and signed up for their respective seasons on the league platform by this date. MNVL will allow late registrations for Club leagues by admin request. 

    • Preseason Dates: September 16th – September 20th  

    • Regular Season Dates: September 23rd – October 25th 

    • Online Club Finals Week: October 28th – November 1st  

     

    Important Dates: Winter Varsity 

    • Registration Period: October 14th- November 6th. Teams need to be created and signed up for their respective seasons on the league platform by this date. 

    • Coach clinic is planned but date is TBA. 

    • Preseason Dates: November 11th – November 22nd 

    • Regular Season Dates: December 2nd – January 31st 

    • Divisional Playoffs: February 3rd – February 7th 

    • See the MNVL Calendar for specific tournament dates 

    • All Stars Weekend:  February 14th – February 16th 

    • State Tournament Dates and Location: February 28th – March 2nd at St. Cloud State University 

     

    Important Dates: Spring Club 

    Game Titles: TBD; expect new titles and formats. This will be our experimental club season. 

    Game Days and Times: TBD 

    Important Dates: 

    • Registration Period: March 10th – April 2nd. Teams need to be created and signed up for their respective seasons on the league platform by this date. MNVL will allow late registrations for Club leagues by admin request. 

    • Preseason Dates: April 7th – 13th  

    • Regular Season Dates: April 14th – May 18th   

    • Club Finals:  May 19-23rd 

  • The spirit of MNVL is to always play if you can, and never take a forfeit win unless you absolutely must. Although not a rule, this is a standard we hope all our teams and players try to live up to!

    1. Default Game Times
    The regular season will consist of one game per week as outlined below.

    The default weekly game time for games are as follows:

    Monday -

    • 4:30pm : Super Smash Brothers Ultimate

    • 5:30pm: Minecraft Bedwars

    Tuesday -

    • 4:30pm: League of Legends

    • 4:30pm: Fortnite Duos - Lobby (Only applicable if numbers allow it)

    • 5:30pm: Fortnite Duos - Lobby

    Wednesday -

    • 4:30pm: Valorant

    • 5:30pm: Chess

    Thursday -

    • 4:30pm: Rocket League

    • 5:30pm: Mario Kart 8


    2. Season Structure:
    Please see the "League Structures: Open/Varsity/JV/Club" section below for all season structure information.

    2.1 Regular Season League formats

    • Swiss / Queue System Swiss

    • Round Robin / Double Round Robin

    Formats are determined each season based on registrations, and we send that information to all coaches before the start of the regular season.

    What is a Swiss: This is a format where teams always play against another team with the same record (e.g. a 2-0 team will play against another 2-0 team). Schedules for Swiss leagues are released weekly on the day after your title’s default game time. Our queue system leagues also follow the Swiss format. Learn more about our queue system HERE

    What is a Round Robin: All teams in a group play against each other one time. In a double round robin all teams play each other twice. Full season schedules for a round robin are released at the start of the season.

    2.2 Preseason
    Preseason matches will function like a regular season match, in that players will still need to check-in and connect with their opponent on Leaguespot and report their scores. Results of preseason matches do NOT count towards your regular season record and do not affect qualification for the state finals. Players or teams that miss both of their scheduled preseason matches will be dropped from the league unless there is prior communication with MNVL staff and permission is given to miss the matches.

    3. Playoffs and Finals
    Playoffs will be executed as a single or double elimination playoff tournament with seeding based on regular season or divisional playoff results, with a match for third-place. Playoff rules will be outlined in specific game rules posted on the MNVL rulebook. Teams making playoffs will be as such for the following games, unless there are less than the specified amount of teams participating in the league for that game. If there are less than the following number of teams, the tournament will be played with all participating teams with first round byes for the top seeds. Players and teams in our Club and JV leagues do not qualify for the MNVL State Finals.

    WINTER VARSITY & FALL CLUB

    • Super Smash Brothers Ultimate: Top 32 Players

    • Minecraft Bedwars: Top 16 Teams

    • League of Legends: Top 8 Teams

    • Fortnite Duos: TBD

    • VALORANT: Top 8 Teams

    • Chess: Top 16 Players

    • Rocket League: Top 16 Teams

    • Mario Kart 8: Top 16 Teams

    (*The number of teams/players entered are subject to change based on needs or considerations by the league admin)

    Titles that will be a pool play into single elimination tournament:

    • Rocket League

    • Minecraft

    • Mario Kart 8

    Titles that will be a single elimination tournament:

    • VALORANT

    • League of Legends

    Titles that will be a double elimination tournament:

    • Super Smash Brothers

    • Chess

    Titles will have a custom format:

    • Fortnite Duos


    3.1 Tiebreakers
    Teams/Players making the playoffs will be based on seeding, which considers standings score first, then average game/round differential, then head to head (if applicable), and difficulty of schedule.

    Standings Score will be calculated with the following values:

    • Win by Play: 4 points

    • Forfeit Win: 4 points (not counted in game differential)

    • Bye Win: 4 points (not counted in game differential)

    • Tie: 2 points

    • Loss by Play: 1 points

    • Loss by Forfeit: 0 points

    If there is a tie in both standing score and game differential, the teams have not played vs each other in the regular season, and one of the teams/players will not make playoffs and the other will (the tie is at the cutoff point), then a single tiebreaker match can be played at request of admin to see who makes it to the playoffs.

    4. Checking In and Reporting Scores
    A team should check in all participating players for that match on the Leaguespot match page prior to starting their match. In the event that a team decides to play with a reduced player count, Leaguespot still requires you to check in a full roster. In this scenario, a team should declare on the Leaguespot match chat which players are missing before checking them in.

    If both teams fail to check in to their match on the Leaguespot platform at the default time, both will receive a forfeit loss for the match. If one team is checked in and the other is not after the check-in time has expired, the team present is expected to wait 15 minutes after the start time of their match for their opponent. Once 15 minutes has expired, the absent team will receive a forfeit loss automatically through the Leaguespot platform.

    Scores will be reported using the Leaguespot score reporting tool

    • Both teams are responsible for reporting scores and saving replays/screenshots that prove their claim.

    • All reported matches must have a screenshot attached for the LeagueSpot platform

    • Procedures on how to report scores can be found in each title’s separate rules section

    • You can learn how to report your scores at https://www.mnvl.org/faq

    All scores must be reported directly following the match or both teams will receive a loss

    5. Rescheduling Games
    Games are NOT allowed to be rescheduled EXCEPT in the following cases:

    • School holidays

    • Both teams agree to play in person (in the same room)

    If you need a game to be rescheduled for one of the stated reasons, contact an admin on the MNVL Discord server or email us at MNVL@Fenworks.com and we will assist you.

    If a team/player drops out of MNVL during the regular season, MNVL reserves the right to reschedule remaining games in the league to reduce the number of forfeits that would have been caused by the dropout.

    5.1 School Holidays
    All leagues, including Varsity, can reschedule their matches the week of federal and state school holidays (i.e. Thanksgiving).

    6. Home/Away
    The team shown on the left on the Leaguespot match page is the home team and the team shown on the right is the away team for that match. This is not in effect for playoffs, where teams gain home advantage based on seeding.

    7. Player Eligibility A player is any participant who plays in an official match. All players must be currently enrolled in the school they are representing, must be 13 years of age or older, and must be 21 years old or younger. They also must maintain at least a 2.0 grade point average to be eligible to play. Players who are homeschooled may participate for a school if they live within the defined district lines for the school district in question. Players in Middle School and 13 years or older are eligible to compete in MNVL. They may play for only one high school in the same school district as the middle school they attend. Players over the age of 21 are ineligible to play in the MNVL.

    A player can only be rostered to one team and play in one match per week per title. If they play in more than one match of the same title, those games will be null and their team will forfeit. Players can, however, play multiple titles in a season. For example, Student A can not compete or be rostered on two Rocket League teams, but can compete on one Rocket League team and one Minecraft team.

    There is not a restriction on the number of teams or players that can compete from each school.

    *Eligibility is subject to change at the League’s discretion, but must be communicated to all schools before any changes take effect.

    7.1 Open and Club Roster Changes and Substitutions
    Any changes to rosters must be done at least 72 hours before the roster’s next scheduled match. Players cannot be added to a roster if their next match is within the 72 hour time period. In this case, coaches must wait until after the roster’s next scheduled match to add another player to the roster.

    Substitutions are allowed as long as all players involved have been on the roster for 72 hours before the match. Substitutions can be made in between games in a series, but not during a game that is currently in play.

    7.2 Varsity and JV Substitution Rules
    Teams must maintain a full active roster for varsity during the entirety of the season with the minimum amount of players required per game.

    • Players on a varsity roster cannot participate in any junior varsity matches

    • Players on an active junior varsity roster are allowed to substitute for official varsity matches

    To substitute a player from JV onto the Varsity team for a match, the captain and/or coach needs to notify their opponent through the Leaguespot match chat. They must communicate which player from the Varsity roster will not be playing, as well as the name and account of the sub from the JV roster that is filling their spot. After your opponent has acknowledged they have seen your message, you will then check in your full Varsity roster on Leaguespot. This will include the player being subbed out (who is absent), and once checked in simply add the JV player to the game lobby in place of the absent Varsity player.

    8. Spectators
    Only the players from the two teams competing in the official MNVL match are allowed in the game lobby. The one exception is if a spectator is joining to stream their team's point of view (POV) for their official school stream and the opposition is made aware. The spectator must have an open mic for the entirety of the stream to prove they are not in contact with either team.

    Players competing in the match may stream their own POV. Stream malfunctions do not qualify as a reason for pausing a match.

    Any team caught breaking these rules are subject to penalties listed in section 11.

    9. Names
    A player’s name in-game must match the name that they have registered for that game on their MN Varsity League Leaguespot profile. All participants names or profiles are prohibited from including:

    • Gang Affiliation

    • Drugs (including alcohol and tobacco)

    • Sexual Material

    • Offensive Material

    • Politically Charged Symbols/Images

    • Homophobic or Racially Insensitive Material

    This includes our Discord community.

    10. Cheating
    Any manipulation of gameplay including, but not limited to, scripts, wallhacks, aimbot, 3rd party applications, sound changes, or having another person play on an official players account during match time will be considered cheating. Any team or player caught cheating will be subject to the items outlined in section 11.

    10.1 Harassment:
    Players and coaches are expected to abide by the MNVL Code of Conduct at all times. Failure to do so will result in disciplinary action as outlined in the following section.

    11. Disciplinary Action
    If Minnesota Varsity League decides that a Player has violated any of the Rules, Minnesota Varsity League may take the following disciplinary actions (as applicable):

    • Verbal Warning

    • Game and/or Match forfeiture

    • Issuance Public warning (Verbal or written) to the Player

    • Disqualification of the Player from participating in one or more Matches of the Tournament.

    • Stoppage of the Player from participating in one or more future competitions hosted by Minnesota Varsity League.

    • Stoppage of the School from participating in one or more future competitions hosted by Minnesota Varsity League.

    If a Player is suspended/banned by a MNVL, they will be notified via email and/or discord. An appeal can be sent after 30 days of the initial penalty by the coach or program coordinator representing the Player. Please send all appeals via email to MNVL@Fenworks.com

    12. Spirit of the Rules
    Finality of Decisions. All decisions regarding the interpretation of these rules, player eligibility, scheduling and staging of the Tournaments, and penalties for misconduct, lie solely with MNVL Officials, the decisions of which are final.

    Amendments. MNVL may update, revise, change or modify these Rules at any time in order to ensure fair play and the integrity of the league. Each Player’s participation in MNVL after any update, revision, change or modification to these Rules will be deemed as acceptance by such Player of these Rules as updated, revised, changed or modified.

  • 1. League Structure - Open

    1.1 Teams
    Schools are allowed to field unlimited Open league teams.

    1.2 Divisions
    Open leagues will be sectioned into divisions of eight or more teams

    Divisions will be determined by the following considerations:

    1. Region/Location


    1.3 Season

    Open league seasons will be a two week preseason, followed by an eight-week regular season, and a LAN tournament for playoffs (State Finals).

    1.4 Format
    Open leagues use the following formats:


    1.5 State Finals Qualification
    Top teams from each open league division will advance to the state finals based on regular season results. See section 3 in “General Rules” for the amount of teams that make it for each league.

    2. League Structure – Varsity

    2.1 Teams
    Only one team per school will be allowed to compete in Varsity leagues. If MNVL does not run a junior varsity league for that title, then a school can field unlimited Varsity teams.

    2.2 Divisions
    Varsity leagues will be sectioned into divisions of eight or more teams

    Divisions will be determined by the following considerations:

    1. Region/Location


    2.3 Season
    The varsity season will be a two week preseason, followed by a seven-week round robin with an online divisional playoff tournament the 8th week, and ending in a LAN tournament (State Finals). Divisional and State Finals playoff dates and times will be announced each season on the MNVL Discord, Calendar, and other channels.

    It is recommended that the average rank for a Varsity roster is Gold or higher. This is a suggestion but not a requirement.

    2.4 Format
    Varsity leagues use the following formats:

    • Round Robin

    • Double Round Robin


    2.5 State Finals Qualification
    Top teams from varsity leagues make it to the state finals tournament based on divisional playoff results only. Regular season record affects divisional playoff seeding, but does not affect state finals qualification. See section 3 in “General Rules” for the amount of teams that make it for each league.

    3. League Structure - Junior Varsity

    3.1 Teams
    Schools are allowed to field unlimited Junior Varsity teams.

    3.2 Divisions
    There are no divisions in junior varsity. All teams compete in the same pool.

    3.3 Season
    Junior varsity league seasons will be a two week preseason, followed by an eight-week regular season.

    It is recommended that the average rank for a Junior Varsity roster is Silver or lower. This is a suggestion but not a requirement.

    3.4 Format
    Junior varsity leagues use the following formats:


    3.5 State Finals Qualification
    Junior Varsity teams are not eligible to compete in State Finals. JV seasons end after the last match of the regular season.

    4. League Structure - Club

    4.1 Teams
    Schools are allowed to field unlimited Club teams.

    4.2 Divisions
    There are no divisions in Club. All teams compete in the same pool.

    4.3 Season
    The Club season will be a one week preseason, followed by a five-week regular season with an online finals tournament during the 6th week. The Club Finals tournament dates and times will be announced each season on the MNVL Discord, Calendar, and other channels.

    4.4 Format
    Club leagues use the following formats:

    4.5 Club Finals Qualification
    The top teams from the club league make it to the Club Finals tournament. See section 3 in “General Rules” for the amount of teams that make it for each league. Club leagues do not include a LAN state finals tournament.

    Teams will advance to the Club Finals based on the tiebreakers in section 3.1 in General Rules with one additional point awarded to their win/loss differential for each match participated in during the regular season.

    For example:

    • Team A: 4-4 record = +8 (net 0 with additional 8 points for matches played)

    • Team B: 3-1 record = +6 (net +2 with additional 4 points for matches played)

    • Team C: 3-4 record = +7 (net -1 with additional 8 points for matches played)


    4.6 Prizing
    Club leagues will have prizing attributed to the league winners, but club leagues will not give medals or trophies.

    • Special Discord role (Club Champion) that allows gif posts (must still follow MNVL Discord rules when posting gifs)

    • $50 equivalency in in-game currency to the first place team

  • Disclaimer
    Nintendo is not a sponsor of or affiliated with this tournament. Terms for participating in and viewing Community Tournaments using Nintendo Games can be found here.

    1. Supported Platforms
    All official matches will be played on the Nintendo Switch.

    Note: Players are strongly encouraged to play all MNVL matches with an ethernet adapter or from the same room as their internet router if wifi is being used to ensure the best quality of matches.

    2. Default Match Time & Match Format
    The default match time is 4:30pm on Mondays.  

    • Regular Season: All regular season matches will follow a best-of-5 format.  

    • Playoffs and State: TBD based on team numbers. 

    3. Players
    All official matches will be 1 vs 1 (a one-player team vs another one-player team).  Substitutions are not allowed. If a player cannot play in the match, they will receive a forfeit.  

    4. Lobby Setup and Process 
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4.1 Lobby Settings Official matches must use the following settings The home team/higher seed will create the lobby (“Online” > “Smash” > “Battle Arenas” > “Create Arena”) and provide lobby ID and Password. When creating the lobby, make sure the name is easily recognizable and set a simple password to share with your opponent via Discord or match chat so they can join the arena. Additionally, you’ll need to share the Arena ID with your opponent so they can find and join your arena. This is found in the top right of your arena after you’ve created one. The following settings are to be used in official matches.  

    • Type: Host preference 

    • Visibility: Public 

    • Format: 1-on-1 

    • Rules: 

      • Style: Stock 

      • Stock: 3 

      • Time Limit: 7 minutes 

      • FS Meter: Off 

      • Damage Handicap: Off 

      • Items: Off and None 

      • Stage Hazards: Off 

      • Launch Rate: 1.0x 

      • Pausing: Off 

      • Score Display: Off 

      • Show Damage: Yes 

      • Rotation: Host preference 

      • Max Players: 2 

      • Stage: Choice 

      • Spirits: Off 

      • Voice Chat: Off 

    • 4.2 Stage Selection 
      The stage selection process is as follows and is done throughout the match: Player 1 (P1) is the home team and Player 2 (P2) is the away team.  

      1. Players will both announce their starting character before starting the stage selection process  

      2. P1 strikes a starter stage  

      3. P2 strikes a starter stage  

      4. P2 strikes a starter stage  

      5. P1 strikes a starter stage  

      6. The remaining starter stage is played on for Game 1  

      7. After Game 1, and for each following game in the match, the winner will strike three stages from the list of starter and counter pick stages  

      8. The losing player will select the next stage from those remaining  

    • 4.3 Starter Stages
      The following starter stages are permitted for use in official matches:  

      • Battlefield  

      • Small Battlefield  

      • Town & City  

      • Pokémon Stadium 2  

      • Smashville  

    • 4.4 Counter-pick Stages
      The following counter-pick stages are permitted for use in official matches:

      • Kalos Pokémon League  

      • Final Destination  

      • Hollow Bastion  (DLC only - As long as one of the players has the DLC; the other player can still play on it) 

    5. Restrictions

    • 5.1 DLC Fighters
      DLC Fighters are prohibited from being used in official matches for the first two weeks of their release. After the two-week restriction has passed, a DLC Fighter will be used in official matches.  

    • 5.2 MII Fighters
      Players must use a Guest Mii. If a player chooses to use a Mii Fighter, they must declare to their opponent the type and move set listed in the format “Type XXXX” (e.g., “Gunner 1321”). Any combination of moves may be used, but any Mii Fighters that a player may want to use during a match must be created before the match begins (up to a limit of three Mii Fighters), or else they will be prohibited from doing so. Using Mii Fighters that do not follow these rules may result in a player forfeiting the game in which the illegal Mii Fighter was used.  

    • 5.3 Amiibo
      All amiibo figures are prohibited from being used in official matches.  

    • 5.4 Stages
      Only the stages listed in sections 4.3 and 4.4 are allowed. All other stages are prohibited from being chosen in official matches. Using the Omega or Battlefield version of any legal stages is also prohibited.  

    6. Self-Destruct Finishes, Sudden Death, and Tiebreakers

    • 6.1 Self-Destruct Finishes
      The results screen will determine the winner if the game ends due to a self-destructive move. 

    • 6.2 Sudden Death
      If time expires or if both players are knocked out at the same time, players WILL NOT play the in-game sudden death. To determine the winner, follow the instructions below. 

      • The player with the most stocks is the game’s winner.  

      • If both players have the same number of stocks, the player with the lower percentage wins.  

      • If both players have the same number of stocks and the same percentage, players should follow the below tiebreaker game setup.  

        • Players will play a tiebreaker game on the same stage with the same characters using the official match format with the following modifications:  

          • Stock: 1  

          • Time: 3 minute 

    7. Stoppage of Play and Player Disconnects
    Stoppage of play is not permitted during a game.  

    Players unplugging their controller at any time, accidentally or intentionally, will result in a forfeiture of the game and potentially the match. If a player's controller malfunctions during a game, it is the player's responsibility and will not force a game/match to restart.  

    During a game, if players on the same team intentionally disconnect and bring the number of players under the minimum number, that team will forfeit the remainder of the game to the opposing team unless a stoppage of play has been communicated.  

    • 7.1 Game Reset
      If a player has internet connectivity issues that cause them to drop out of the game, the game will be reset only if 1) both players have all their starting stocks, 2) both players together have not combined more than 60% damage, and 3) have not passed a minute in-game. If these conditions are not met, the player will forfeit that game unless their opponent agrees to a redo.  

      If the game server is lagging (e.g., it takes much more than a second for an in-game second to pass, or the smash ball loading icon constantly appears), the game may be reset only if both players consent to the reset.

    8. Outside Communication
    Teams/players may communicate with a coach before and after each game in the match and during the character and stage selection process. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    9. Tactical Pauses
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end. 

    10. Reporting Scores
    Scores for Super Smash Bros should be reported as the stock score for each game in the match.  

    • Example:  

      • Match 1: 1-0  

      • Match 2: 2-0  

      • Match 3: 0-1  

      • Match 4: 3-0  

  • Disclaimer
    Not an official Minecraft event. Not approved by or associated with Mojang or Microsoft.

    1. Supported Platforms and Version
    All official matches will be played on PC and Mac. No other consoles will be allowed. All games must use Minecraft Java Edition version 1.20.1, no snapshot—version 1.9+ PVP

    2. Default Game Time and Match Format
    The default match time is at 5:30pm on Mondays.  

    • Regular Season: All regular season matches will follow a best-of-3 format.  

    • Playoffs and State: TBD based on team numbers. 


    3. Players
    All official matches will be 4 vs. 4 (a four-player team vs. another four-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 2 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has two players on their team, your team can choose to have only two players participate instead of the full roster.) 

    4. Lobby Setup and Process
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4. 1 Game Server​
      All official matches will be played on the official Fenworks Minecraft server. The server address will be available before the start of the season and distributed to all teams/players/GMs participating in Minecraft. This server will have a whitelist consisting of all participants’ gamertags that they have added to their Platform profile.  

    • 4.2 Game Day Procedure
      To compete in the Minecraft Bedwars season, you must add the Fenworks multiplayer server.  The server address will be given to your coach. Once on the server, follow these steps to set up and play your match:  

      • Create a party of your teammates by using the “/party invite” command and typing or selecting the name of your teammates (For example: /party invite thundermcfadden11)   

        • They will have to click accept or type “/party accept” to join   

      • Once you have a full party, communicate with the opposing team using the server chat or Fenworks Platform/LeagueSpot chat.   

        • The away team bans two maps, and the home team selects one of the remaining three maps to play.   

      • Use the NPC’s in the Bedwars lobby to join your selected map. When you select a map an instance of that map will be created, and you and your team will be sent to the pregame lobby. Make sure the opposing team selects the same NPC and the instance you have created when joining the game.  

      • Once all players are loaded onto the map, a countdown will start. Once it reaches zero, the match will start, and game one will begin, and players will spawn at their base   

      • Make sure to save a screenshot once the game is complete, as you will need it when reporting your results.   

    • 4.3 Map Selection
      There will be five maps available for official matches. The away team will ban two maps, and the home team will select which of the remaining three maps will be chosen. After playing the first game, the losing team will choose the next map. For playoffs, the higher seed will act as the home team, and the lower seed will act as the away team. After the first game, in the best-of-three format, all five maps are made available to be selected for Game 2 and Game 3 by the losing team. 

      • Maps:  

        • Ys Island​  

        • Archipelago  

        • Aqueducts  

        • Jungle  

        • Dragon 


    5. Restrictions

    • 5.1 Mods & Clients
      Official matches do not allow add-ons, and all players must use the default Minecraft client. Optifine is the only permitted mod. 

    • 5.2 Anti-Cheat
      If a player is found to use any cheating program, software, bug exploit, or anything deemed to give them an unfair advantage, they will be subject to forfeit all matches played up to that point in the season and be banned from participating in any future matches or tournaments. 

    • 5.3 Anti Griefing Clause
      The intentional use of exploits, bugs, or using features on the server in a way that they are not intended is considered griefing. Instances of griefing will be subject to league penalties as outlined in General Rules. The severity of the penalty will be based on the following factors:  

      • Effect on gameplay  

      • Subject matter  

      • Previous offenses  

      • Motive   


    6. Stoppage of Play and Player Disconnects
    If a player disconnects before the first elimination or the first upgrade is purchased (whichever comes first), then the game must be restarted using the same map. If either event has occurred, the game will be played out. A player can rejoin after disconnecting by using the /rejoin command.  

    7. Sudden Death and Tiebreaker
    Sudden Death occurs 20 minutes after the start of each game. In sudden death, both teams’ beds are destroyed, and players fight until one team is eliminated. Five minutes after Sudden Death starts, the match will end if both teams are still alive. In this case, the team with the most players alive wins. If sudden death ends and both teams have the same number of players alive, the tie will be resolved by both teams choosing a single player as a representative, and those two players will battle in a 1v1 match. This will occur in the Gym Arena of the Minecraft Server as a best-of-1 to determine the victor. All arena armor and items are available for use in the tiebreaker.  Leaving the arena area during this 1v1 will result in a loss for that player’s team.  

    8. Outside Communication
    Teams/players may communicate with a coach before and after each game in the match and during the ban process. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    9. Tactical Pauses
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end. 

    10. Reporting Scores
    Scores for Minecraft should be reported as a “1” for the winner for each game in the match.  

    • Example:  

      • Game 1: 1-0  

      • Game 2: 0-1  

      • Game 3: 0-1

  • Disclaimer
    This competition is not affiliated with or sponsored by Riot Games, Inc. or League of Legends Esports.

    1. Supported Platforms
    All official matches will be played on PC.  

    2. Default Match Time and Match Format
    The default match time is at 4:30pm on Tuesdays.  

    • Regular Season: All regular season matches will follow a best-of-3 format.  

    • Playoffs and State: TBD based on team numbers.


    3. Players
    All official matches will be 5 vs. 5 (a five-player team vs. another five-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 3 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has three players on their team, your team can choose to have only two players participate instead of the full roster.) 

    • 3.1 Accounts
      Players must use their highest-ranked account when registering on the league platform and in all official matches. Players must keep that account linked for the entire season. Rank is determined by the player’s current rank in “Ranked Solo/Duo” queue. Using a Smurf account is considered cheating, and anyone caught doing so will be subject to penalties listed in the Code of Conduct and General Rules.


    4. Lobby Setup and Process 
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4.1 Draft
      All Drafting will take place in Pro Draft (http://prodraft.leagueoflegends.com). You can learn how to use Pro Draft HERE.  

      The Home team or higher-seeded team in the playoffs will create the draft in Pro Draft and share the correct link with the Away team. Keep the spectator link handy even if unused. In the case of a match dispute, an admin can see it later if needed.  

      A draft redo is only allowed if the team that committed the mistake declares so before their opponent selects their next champion. In the case of a redo the draft should occur identically to the spot of the mistake.  

      Once the Pro Draft is complete, the correct champions must be selected in a game lobby with the settings in the following section.  

    • 4.2 Lobby Settings
      The Home team should create the lobby and invite their entire team. They should then add one player from the opposing team to the lobby, and that opposing team member can then invite the rest of their team. An alternate method is to create a lobby with a very unique password and communicate those details to the other team. Game lobbies will be created with the following settings. If you used Pro Draft, do not use tournament mode.  

      • Map - Summoner’s Rift  

      • Team Size - 5  

      • Game Type: Blind Pick (As the draft is done in Pro Draft)  

      • Allow Spectators – All  

      The order in which players join the lobby and enter the draft should be top, jungle, mid, adc, and support in that order. Any games played in a match on an incorrect map or game type will not count toward the match and must be replayed.  

    • 4.3 Side Selection
      The lower seed will choose a side (Blue/Team 1 or Red/Team 2) for the first game, and the loser of the game will choose a side for the next game.  

    • 4.4 Draft Process
      The draft will proceed as follows:  

      • Team 1=A | Team 2=B  

      • 1st Bans: ABABAB  

      • 1st Picks: ABBAAB  

      • 2nd Bans: BABA  

      • 2nd Picks: BAAB


    5. Restrictions  
    Any champions, items, champion/ward skins, runes, summoner spells, or emotes are prohibited from use in official matches if they are disabled in any ranked Summoner’s Rift queues.  

    6. Stoppage of Play and Player Disconnects 
    The game may only be paused for the following reasons:  

    • Player drop  

    • Player disconnect  

    • Server crash  

    • Technical issues  

    • Fenworks/MNVL Admin Requests 

    Stoppage of play may be requested anytime for the above reasons but cannot start if combat is happening. The team initiating a pause must declare why they need one in the chat. Each team will have 5 total minutes of in-game pause time per map. Consent from both teams must be given before the match is un-paused.  

    A game may only be restarted within the first 2 minutes of the game and before first blood for one of the above reasons. Players must take the same champions, skins, runes, and summoner spells if a game is restarted. A game may only be restarted once per team per match.

    7. Outside communication   
    Teams/players may communicate with a coach before and after each game in the match and during pro-draft. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

     

    8. Tactical Pauses 
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end.

    9. Reporting Scores  
    Scores for League of Legends should be reported as a “1” for the winner for each game in the match 

    • Example:  

      • Game 1: 1-0  

      • Game 2: 0-1  

      • Game 3: 1-0  

  • Disclaimer
    “THIS EVENT IS IN NO WAY SPONSORED, ENDORSED, OR ADMINISTERED BY, OR OTHERWISE ASSOCIATED WITH, EPIC GAMES, INC. THE INFORMATION PLAYERS PROVIDE IN CONNECTION WITH THIS EVENT IS BEING PROVIDED TO EVENT ORGANIZER AND NOT TO EPIC GAMES, INC.”

    “BY PARTICIPATING IN THIS EVENT, TO THE EXTENT PERMITTED BY APPLICABLE LAW, PLAYERS AGREE TO RELEASE AND HOLD HARMLESS EPIC GAMES, INC., ITS LICENSORS, ITS AND THEIR AFFILIATES, AND ITS AND THEIR EMPLOYEES, OFFICERS, DIRECTORS, AGENTS, CONTRACTORS, AND OTHER REPRESENTATIVES FROM ALL CLAIMS, DEMANDS, ACTIONS, LOSSES, LIABILITIES, AND EXPENSES RELATED TO THE EVENT.”

    1. Supported Platforms: 
    All official matches will be played on PC, Xbox, PlayStation, or Nintendo Switch. This game supports cross-platform play. There will not be different leagues for different platforms. All teams will compete in the same league.   

    2. Default Match Time and Match Format 
    The default match time is at 4:30pm & 5:30pm on Tuesdays.  

    • Regular Season: Each week, one battle royale lobby will be set up and all teams will compete in that lobby against one another.   

      • If there are more than 49 teams, Fenworks will create multiple lobbies and divide all the teams based on region. Each team will be told what lobby number they are in and the date and time they will compete.  

    • Playoffs and State: TBD based on team numbers. 


    3. Players 
    All official matches will be played as battle royale duos (a two-player team vs. 2 - 48 other two-player teams. A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least one player (the minimum) competes. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    4. Lobby Setup and Process
    Players will be given the lobby code to join each Tuesday 15 minutes before the scheduled start time via a Leaguespot announcement, which will be on the Fortnite Leaguespot league page, and it will be sent via email to all participants and their coaches.   

    • 4.1 Gameday Procedure

      • Login to Fortnite  

      • Ensure that you’re in the correct server. If not, go to settings, settings cog, and chance server to  

        • MN, ND, SD: NA-EAST  

        • WY: NA-WEST 

      • Ensure the game mode is set to Zero Build - Battle Royale Duos (unranked) 

      • On the bottom of the screen, you will see a “Custom Key” button  

      • Click on it and enter the daily Custom Key, which will be sent as mentioned above: IT IS CASE SENSITIVE 

      • Click Play 

      • If you get matchmaking errors still, restart the game and try again. 

      • After pressing play it'll enter you into the queue, which you can verify in the lower left corner of the play screen. Once you're at this point, you're good to go and just have to wait for the lobby to be started. 

    • 4.2 Game Settings 

      • Teams will compete using the Custom Arenas  

      • In order to compete within the arena a player’s account must be at Level 15 or above  

      • All emotes, dances, and tags must be disabled for the competition  

      • Players may use any skin for their player character that abides with the MNVL and the player’s school code of conduct  

      • PLAYERS MUST NOT CHANGE THEIR IN-GAME NAMES DURING THE SEASON  


    5. Restrictions

    • 5.1 Items
      Any gliders/umbrellas, outfits, harvesting tools, back blings, contrails, loading screens, emotes, vehicles, or items that are currently disabled in public queues are prohibited from use for as long as they remain disabled in those queues.  

    • 5.2 Not following Code of Conduct

      • Teaming: Players found to be “Teaming”, which is defined as intentionally working with another player to achieve a better result in a match, is not allowed. Any players found to be teaming will be disqualified from the match and are subject to disqualification from the league if more than one instance occurs.   

      • Excessive toxicity: some dancing is fine; however, if it is deemed toxic, that can/will result in a DQ for that match.   

    • The admin running the lobby will have the sole discretion to determine if players are teaming or engaging in toxic behavior.  


    6. Stoppage of Play and Player Disconnects
    It is up to players to ensure their internet connectivity to Fortnite servers during match time.   

    Fortnite Zero Build - Battle Royale maps cannot be paused or restarted due to player disconnects. If a player disconnects, they will be scored based on the number of eliminations and their placement at the time of the disconnect, acting as if they were eliminated when they left the match.   

    If there is a lobby crash, Fenworks/MNVL admin will instruct players what to do through the Platform match chat and on the Discord server.   

    7. Tiebreakers  
    If the season ends in a tie for first place, the team with the most eliminations across the season wins the tiebreaker. If season eliminations are also tied, then the team with the most eliminations during the three club finals matches wins.   

    8. Outside Communication 
    Teams/players may communicate with a coach before and after each match. All coaches and other spectators may not speak with that team/player while a match is actively being played.  

    9. Tactical Pauses  
    Tactical pauses are not allowed, nor possible, in Fortnite Zero Builds - Battle Royale lobbies 

    10. Reporting Scores 
    Scoring will be based on placement and number of eliminations. See the point dispersion below. Scores will be uploaded by Fenworks Admin after the match. You do not need to report scores yourself; an admin will do so for the whole lobby.   

    • Eliminations:  

      • 1 point per elimination  

    • Placement Points:   

      • 1st: 20 Points 

      • 2nd: 15 Points 

      • 3rd: 12 Points 

      • 4th: 10 Points 

      • 5th: 8 Points 

      • 6th: 5 Points 

      • 7th: 5 Points 

      • 8th: 4 Points 

      • 9th: 4 Points 

      • 10th: 3 Points 

      • 11th: 3 Points 

      • 12th: 3 Points 

      • 13th: 2 Points 

      • 14th: 2 Points 

      • 15th: 2 Points 

      • 16th: 1 Point 

      • 17th: 1 Point 

      • 18th: 1 Point 

      • 19th: 1 Point 

      • 20th: 1 Point 

  • Disclaimer
    This competition is not affiliated with or sponsored by Riot Games, Inc. or VALORANT Esports.

    1. Supported Platforms
    All official matches will be played on PC. Games on any other console will not be allowed.   

    2. Default Match Time and Match Format
    The default match time is at 4:30pm on Wednesdays.  

    • Regular Season: All regular season matches will follow a best-of-1 format. 

    • Playoffs and State: TBD based on team numbers. 

    3. Players
    All official matches will be 5 vs. 5 (a five-player team vs. another five-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 3 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has three players on their team, your team can choose to have only two players participate instead of the full roster.) 

    4. Lobby Setup and Process
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4.1 Lobby Settings Official matches must use the following settings.
      The home team will create the lobby and invite the away team. The lobby must have the following settings:  

      • Lobby: Custom (closed)  

      • Mode: Standard  

      • Allow Cheats: Off  

      • Tournament Mode: On 

      • Overtime win by Two: On 

    • 4.2 Server Region
      The following regions are available to choose from:  

      • MN, SD, ND 

        • US CENTRAL (Illinois)  

        • US CENTRAL (Georgia)  

        • US CENTRAL (Texas)  

      • WY 

        • US WEST (Oregon) 

        • US WEST (N. California) 

        • US CENTRAL (Illinois)  

        • US CENTRAL (Georgia)  

        • US CENTRAL (Texas)  

      If teams cannot agree on a region for their match, the following will determine which is used:  

      • Home team bans a region  

      • Away team bans a region  

      • The remaining region is used  

    • 4.3 Map Pool
      The following maps are available for official matches (as of 7/26/2024):  

      • Icebox 

      • Lotus 

      • Sunset 

      • Abyss (Available for ranked in patch 9.0) 

      • Ascent 

      • Bind 

      • Haven 

    • 4.4 Map Selection

      • Home team chooses if they are Team A or Team B  

      • Team B bans a map  

      • Team A bans a map  

      • Team B bans a map  

      • Team A bans a map  

      • Team B bans a map  

      • Team A chooses from the remaining 2  

      • Team B chooses which side they start on  


    5. Restrictions

    • Blood and bodies must be disabled in the in-game settings  

    • New Agents are not allowed to be played until two weeks after their release  

    • New Guns are allowed immediately upon release 

    • If a character/map/gun gets disabled in the in-game ranked mode, those will not be allowed 


    6. Stoppage of Play and Player Disconnects
    To pause the match, push esc and navigate to the “cheats” menu  
    The game may only be paused for the following reasons:  

    • Player Drop  

    • Player Disconnect  

    • Server Crash  

    • Technical Issues  

    • Fenworks/MNVL Admin Requests  

    Stoppage of play may be requested anytime for the above reasons but cannot start if combat is happening or after the spike has been planted. The team initiating a pause must declare why they need one in chat. Each team will have 5 total minutes of pause time per map. Consent from both teams must be given before the match is un-paused. 

    7. Outside communication   
    Teams/players may communicate with a coach before and after each game in the match, during agent selection, the map ban process, and during the tactical pause (TO function). All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    8. Tactical Pauses  
    Teams are allowed to call one timeout “TO” per half of a game by using the in-game timeout feature during the buy phase but not during gameplay. Each TO is 1 minute. These 2 minutes do not count against any technical pauses a team may call during the game (refer to section 6, Stoppage of Play). Only coaches and in-game players may talk during this TO. Please contact a Fenworks Admin immediately if there is suspicion a team is abusing this feature.   

    9. Reporting Scores  
    Scores for VALORANT should be reported as the round scores for each game in the match.  

    • Example:  

      • Game 1: 13 - 8  

      • Game 2: 12 - 14  

      • Game 3: 13 - 10  

  • 1. Platforms
    All official matches will be played on PC, Mac, or mobile apps via Chess.com. To compete, each player must have a username and profile created on Chess.com.  

    2. Default Match Time & Match Format
    The default match time is at 5:30pm on Wednesdays.  

    • Regular Season: All matches will follow a first-to-two format, with the first player to reach 2 points winning the match. A win is worth 1 point, and a draw is worth 0.5 points.  

    • Playoffs and State: TBD based on team numbers. 

    3. Players
    All official matches will be 1 vs 1 (a one-player team vs another one-player team).  Substitutions are not allowed. If a player cannot play in the match, they will receive a forfeit.  

    • 3.1 Accounts
      Players must use their own account when registering on the league platform and in all official matches. Players must keep that account linked for the entire season.


    4. Lobby Setup and Process
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4.1 Settings: 
      The home team/player will make the lobby and challenge the away team/player. All official matches must be played with the following settings:  

      • Time: 10|3 Min  

      • Type: Standard   

    • 4.2 Sides
      For the regular season, the host of the lobby will choose “randomize” for the colors for the first game. After the first game has been played, the losing player will have White for the following game. For playoffs and state, the higher seed will get white first.   


    5. Restrictions
    No Cheating: Any instance of an outside influence or more than one player competing for a side will be determined as cheating and will be subject to consequences depending on the severity of the offense and if any previous offenses have occurred. Consequences will be immediate forfeiture of the match and possibly suspension from the league. 

    6. Tiebreakers
    If players are tied with 2 points, a tiebreaker game will occur. The first player to win a game will win the match. The home team will decide which side to play for the first tiebreaker, and then the side choice will alternate for any further tiebreaker matches. 

    7. Stoppage of Play and Player Disconnects 
    Follow the Chess.com procedure for any disconnects. If a disconnect occurs before both players make a move, it will be restarted. If the disconnecting player is white and has played a move, the same move must be played.  

    8. Outside communication  
    Teams/players may communicate with a coach before and after each game in the match. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    9. Tactical Pauses  
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end. 

    10. Reporting Scores  
    Scores for Chess should be reported as a “1-0” for a win and a “1-1” for a tie.  

    • Example:  

      • Game 1: 1-0  

      • Game 2: 0-1  

      • Game 3: 1-1  

      • Game 4: 1-0  

  • Disclaimer
    This tournament is in no way sponsored, endorsed, or administered by, or otherwise associated with, Psyonix LLC. The information players provide in connection with this tournament is being provided to tournament organizer and not to Psyonix LLC. This event is not sponsored, endorsed, or administered by Epic Games, Inc.

    1. Supported Platforms
    All official matches will be played on PC, Xbox, PlayStation, or Nintendo Switch.

    This game supports cross-platform play. There will not be different leagues for different platforms. All teams will compete in the same league. 

    2. Default Match Time and Match Format
    The default match time is at 4:30pm on Thursdays.  

    • Regular Season: All regular season matches will follow a best-of-5 format.  

    • Playoffs and State: TBD based on team numbers. 

    3. Players
    All official matches will be 3 vs. 3 (a three-player team vs. another three-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 2 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has two players on their team, your team can choose to have only two players participate instead of the full roster.) 

    4. Lobby Setup and Process 
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4.1 Lobby Settings Official matches must use the following settings. 
      The home team will create the lobby. The away team will choose the color for each team (orange or blue), which will remain the same for the entire match. The default arena played is DFH Stadium. Teams are free to change the arena at any time if both agree, and it is playable according to the rules.  

      • The game settings should be set to the following:  

        • Game Mode: Soccar  

        • Arena: DFH Stadium OR another arena agreed upon by both teams from the list found below. 

        • Team Size: 3v3  

        • Bot Difficulty: No Bots  

        • Team Settings  

        • Your team's name should match the side and color determined above 

        • Primary and accent colors should be set to Default.  

      • Mutator Settings  

        • Preset Settings: Custom  

        • Match Length: 5 minutes  

        • Max Score: Unlimited  

        • Overtime: Unlimited  

        • Series Length: 5 games  

        • Game Speed: Default  

        • Ball Max Speed: Default  

        • Ball Type: Default  

        • Ball Physics: Default  

        • Ball Size: Default  

        • Ball Bounciness: Default  

        • Boost Amount: Default  

        • Rumble: None  

        • Boost Strength: 1x  

        • Gravity: Default  

        • Demolish: Default  

      • Other Settings: 

        • Respawn Time: 3 seconds 

        • Region: As decided on in 4.3.  

        • Joinable By: Name/Password (to be determined by hosting team)

    • 4.2. Arenas 
      The following arenas are available for switching to during an official match:  

      • Aquadome  

      • Champions Field  

      • Champions Field (Day)  

      • Deadeye Canyon  

      • DFH Stadium  

      • DFH Stadium (Day)  

      • DFH Stadium (Stormy)  

      • Farmstead  

      • Forbidden Temple (Day)  

      • Mannfield  

      • Mannfield (Night)  

      • Mannfield (Snowy)  

      • Mannfield (Stormy)  

      • Neo Tokyo  

      • Neon Fields  

      • Sovereign Heights  

      • Salty Shores  

      • Starbase ARC  

      • Urban Central  

      • Urban Central (Dawn)  

      • Urban Central (Night)  

      • Utopia Coliseum  

      • Utopia Coliseum (Dusk)  

      • Utopia Coliseum (Snowy)  

      • Wasteland  

      • Wasteland (Night)  

    • 4.3. Server Regions: 
      The following server regions are available for use in official matches:  

      • US-East (MN, ND, SD) 

      • US-West (WY)  

      If the server has issues, both teams can agree to play on another server, such as US-Central. In that case, the server region that gives the lowest ping for players should be chosen. If there is a disparity in ping among players, then the server region will alternate each game.


    5. Restrictions  

    • 5.1 Garage Customizations:  
      Any toppers, antennae, goal explosions, bodies, decals, wheels, rocket boosts, trails, or engine audios that are currently disabled in competitive 3v3 queues are not permitted for use in official matches. All others are permitted.  

    • 5.2. Leaving and Rejoining: 
      Leaving and rejoining with the intention to change your placement in the arena is considered cheating and is not allowed. 


    6. Stoppage of Play and Player Disconnects  
    The game will be restarted if a player disconnects from the game less than 30 seconds into the match or before the first goal is scored. If neither of these events has occurred, the game will continue. 

    7. Outside Communication   
    Teams/players may communicate with a coach before and after each game in the match. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    8. Tactical Pauses  
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end. 

    9. Reporting Scores  
    Scores for Rocket League should be reported as total goals scored for each game in the match. 

    • Example:  

      • Game 1: 4-2  

      • Game 2: 1-2  

      • Game 3: 3-1  

      • Game 4: 3-1 

  • Disclaimer
    Nintendo is not a sponsor of or affiliated with this tournament. Terms for participating in and viewing Community Tournaments using Nintendo Games can be found here.

    1. Supported Platforms
    All official matches will be played on the Nintendo Switch.
    Note: Players are strongly encouraged to play all matches with an ethernet adapter or from the same room as their internet router if Wi-Fi is being used to ensure the best quality of matches.

    2. Default Match Time & Match Format
    The default match time is at 5:30pm on Thursdays.  

    • Regular Season: All regular season matches will follow a best-of-3 format. Each game within a match will consist of 4 races (for a maximum of 12 races in a match). 

    • Playoffs and State: TBD based on team numbers. 

    3. Players 
    All official matches will be 2 vs. 2 (a two-player team vs. another two-player team). Each player on each team will control their own cars, which amounts to four cars in each race. A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least one player (the minimum) competes. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has only one player on their team, your team can choose to have only one player participate instead of the full roster.) 

    4. Lobby Setup and Process 
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

    • 4.1 Lobby Settings: Official matches must use the following settings 

      • 150cc race  

      • Teams On  

      • Normal Items  

      • No COM (No computer bots. There should only be a max of four racers in each match) 

      • All Vehicles  

      • 4 Races  

      • Auto/Smart Steering and Auto Forward are allowed to be on  

    • 4.2 Track Selection

      • All base game tracks are playable for official matches. No DLC tracks will be allowed. 

      • Each player will choose a track, and the game will randomly select one of the tracks for that race. Once a track has been raced on, it cannot be re-selected or used later in any of the following games for the duration of the match. This means if one team selected Rainbow Road and it was chosen as the first track to race on in game 1, Rainbow Road cannot be selected again for the rest of the match.  

    5. Restrictions

    • Miis and Amiibos are allowed in competitive play.  

    • All vehicle configurations are allowed.  

    • Any new karts or characters released once the season starts can be used.  

    • Admin can modify the allowed vehicles/tracks with written notice to the league.  

    • All in-game shortcuts are legal as long as they aren’t ultra shortcuts, wall clips, glitches, etc. (shortcuts that ruin a map or race). If you believe someone is not following the rule, a screenshot or video is required. 

    6. Tiebreaker
    If a tie occurs based on points for a game, then a singular tiebreaker race will occur. The team with the most points from that game (all five races) is the winner. Each player will choose a track for the tiebreaker round, and the game will randomly select one of the tracks for the final race. Tracks already selected earlier in the match cannot be chosen for a tiebreaker.  

    7. Stoppage of Play and Player Disconnects
    Stoppage of play may be called if a player disconnects during a race. The stoppage must be communicated to the other team via the League Platform chat, voice channels, or Discord. The current race will be paused for up to five minutes while that player attempts to reconnect. After the disconnected player rejoins, then the match will continue. If the disconnected player cannot or hasn’t rejoined after five minutes, the race will continue, and that player can rejoin when able. If they still have not connected by the end of the race, the next race shall be played without the disconnected player.  

    During a game, if players on the same team intentionally disconnect and bring the number of players under the minimum number, that team will forfeit the remainder of the game to the opposing team unless a stoppage of play has been communicated.  

    8. Outside Communication
    Teams/players may communicate with a coach before and after each game in the match and during the character, kart, and track selection. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    9. Tactical Pauses
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end. 

    10. Scoring and Reporting Scores
    For each game, scores are determined by the in-game point system based on the place of each individual racer. There are no outside additional points.  

    • In-game scores per race 

      • 1st place: 15 points 

      • 2nd place: 12 points 

      • 3rd place: 10 points 

      • 4th place: 9 points 

    Scores for Mario Kart should be reported as the total team score for each game in the match, as shown by the in-game scoring feature.  

    • Example:  

      • Game 1: 91 - 62  

      • Game 2: 98 - 86