MHSEL Competition Rulebook

How to Read This Rulebook. It is intentionally written to be clear for coaches and players of all experience levels. Any attempt to circumvent this ruleset, the spirit of the rules, or general competitive integrity — even if not covered directly here — is addressed in Section 5: Player Conduct.

New to the platform? The Match Week Guide walks through one week from joining the queue to score report, and the FAQ answers the questions coaches ask most. For anything else, select Get Help at the bottom of the left navigation on the League Platform.

Introduction

This rulebook is the official and comprehensive set of rules, policies, and procedures governing all League play for the Michigan High School Esports League (MHSEL), for both the Fall and Spring seasons. It brings general competition rules, game-specific rules, and player conduct expectations together into a single authoritative document.

1. League Overview

1.1 League Operator

The Michigan High School Esports League is a scholastic esports league operated by MASSP & MSL in partnership with USAEL & Rally Cry.

1.2 League Platform

The League is hosted on the official MHSEL League Platform, powered by Rally Cry. All registration, scheduling, match communication, and score reporting happen on this platform. The flow is: register, join the queue, get matched, play, report.

1.3 League Schedule

MHSEL offers two seasons: Fall (September–December) and Spring (January–April). A season has four phases: an optional Preseason, an 8-week Regular Season, Playoffs, and the Championship. Each game title is played on a set day and time each week (see Section 4: Game Rules), and the full calendar is published before the season begins.

Fall Season Calendar

Phase

Dates

Registration

Opens 8/5/26

Optional webinars

Esports 101 — 8/12/26, 9:00am ET
Platform Onboarding #1 — 8/25/26, 3:00pm ET
Platform Onboarding #2 — 8/26/26, 7:00pm ET

Scrim Finder Practice (optional)

Week of 9/7/26

Preseason Practice (optional)

Week of 9/14/26

Coaches meeting

9/14/26, 7:00pm ET

Regular season

Week 1: 9/21/26
Week 2: 9/28/26
Week 3: 10/5/26
Week 4: 10/12/26
Week 5: 10/19/26
Week 6: 10/26/26
Week 7: 11/2/26
Week 8: 11/9/26

Playoffs

11/16/26 to 12/8/26, on each title's own schedule (see Section 2.3.1)

Fall Championship

Saturday 12/5/26, Michigan State University

Late enrollment is available until the end of Regular Season Week 2; registration closes Sunday 10/4/26 at 11:59pm ET. For Veterans Day, Wednesday 11/11/26 matches and that day's Late Queue move to Friday 11/13/26 at the same times. Fall playoffs run for every High School title and for Middle School Mario Kart 8 Deluxe and Super Smash Bros. Ultimate.

Spring Season Calendar

Phase

Dates

Preseason Practice (optional)

Week 1: 1/25/27
Week 2: 2/1/27

Regular season

Week 1: 2/8/27
Week 2: 2/15/27
Week 3: 2/22/27
Week 4: 3/1/27
Week 5: 3/8/27
Week 6: 3/15/27
Week 7: 3/22/27
Week 8: 3/29/27

Playoffs

Week 1: 4/5/27
Week 2: 4/12/27
Week 3: 4/19/27

Spring Championship

Saturday 4/24/27

Spring dates are to be finalized and may change before the season.

1.4 League Eligibility

The League is open to all Michigan schools that meet the grade criteria for each game competition (see Section 4: Game Rules) and have completed the MHSEL registration process. For team-based games, all players on a team must attend the same school unless MHSEL leadership grants a multi-school exception.

The Middle School (MS) league is for grades 6–8; the High School (HS) league is for grades 9–12. Students in grades 6–8 may, at their coach's discretion, register in the HS league instead of the MS league — but not both.

The same applies across Unified, Junior Varsity, and Varsity divisions: a student may only participate in one competition per game title.

1.4.1 Students Under 13

The League Platform requires players to be at least 13 years old to create an account. A coach may, with parent permission, use the Managed Member feature to roster younger students and manage their matches on the students' behalf.

1.5 Definition of Terms

Term

Definition

Game

A single instance of play that produces a result (for example, one Rocket League game or one Marvel Rivals map).

Set

A group of games played between the same players/teams to decide a winner (for example, best-of-three). Used in titles like Super Smash Bros. Ultimate.

Match

The full contest between two teams for the week, made up of one or more games/sets (for example, best-of-five).

Team

An individual or group of players competing under one team name from the same school or program. "Team" covers all sizes, including single-player teams.

Entry

One team's (or, in a solo title, one student's) registration in one competition, with its own roster, schedule and results. See the Platform Terms Guide.

Bye

A week in which a team joined the queue but was left without an opponent, for example because an odd number of teams joined (see Section 3.4: Byes). A bye adds a win to the team's record without changing its rating, so it only changes a team's place in the standings when it is tied on rating (see Section 2.4: Tiebreakers, step 1). A bye is a week of play. It is not a rest week or a missed week.

Rest Week

A regular-season week in which a team does not join the Queue or the Late Queue. In the Fall season each team has one rest week, so it plays at most seven of the eight weeks (see Section 2.2). A rest week does not count against playoff eligibility.

Missed Week

A regular-season week in which a team was paired but did not play: it forfeited before the match, did not show up, or its result is missing. A week without joining the queue after the team's rest week is also a missed week. A team with three or more is not eligible for playoffs (see Section 2.3.2: Eligibility).

Rating

A number the League Platform keeps for each team in a competition, starting at 1500. Each win raises it and each loss lowers it by about 15 points; beating a higher-rated team raises it slightly more, and losing to a lower-rated team lowers it slightly more. A bye, or a week with no match, does not change it.

Game of Record (GOR)

The point in a game after which restarts are no longer freely allowed. The exact trigger is defined per title in Section 4.

League Officials

MHSEL and USAEL staff who administer the League, resolve disputes, and make final rulings. Also referred to as Tournament Administrators.

League Platform

The official competition platform where teams register, join the queue, communicate, and report scores.

Match Chat

The in-platform chat used by both teams (and officials) to coordinate a match.

Queue

The queue on a competition's Bracket tab. Teams select the queue button at the top of that tab during the weekly queue window to be paired for that week's match (see Section 3.2).

Late Queue

A one-hour queue, 2:30pm to 3:30pm ET on a title's match day, for teams that missed the Queue and for teams the Queue could not pair, which the League Platform moves there automatically and marks Held (see Section 3.3).

Flag Admin

The button on the Match page that requests a League Official and attaches the match. Use it for disputes, an unresponsive opponent, or anything the two teams cannot settle.

Team Draft

The panel on the Match page that runs a Smash Ultimate Team Solos match: lineups, player and character picks, stage strikes and per-game reports (see Section 4.6).

2. League Format

2.1 Preseason (Optional)

Before the regular season, teams have two optional weeks to test equipment, game connections, and the match-day flow. Preseason results are not recorded and do not affect standings.

Fall Week 1: Scrim Finder Practice (week of 9/7/26). Teams arrange their own practice matches using the Scrim Finder on the League Platform. There is no queue window and no match assignment this week. The Scrim Finder stays open all season, so teams can keep scheduling practice matches after games count.

Fall Week 2: Preseason Practice (week of 9/14/26). The full match-day flow runs exactly as it will in the regular season. Join the Queue during the queue window, receive a match assignment, play at the default match time, and report the result.

Spring Weeks 1 and 2: Preseason Practice (weeks of 1/25/27 and 2/1/27). Both weeks run the full match-day flow, the same as Fall Week 2.

Both weeks are the best way to confirm everything works before games count. All teams are strongly encouraged to participate, to work through technical issues and lower the chance of forfeits during the regular season.

2.2 Regular Season

The regular season runs for eight weeks. Each week, teams play up to one match in each competition they have entered, paired against an opponent with a similar record and rating. Each title has a fixed default match day and time (see Section 4: Game Rules). Standings rank teams by rating. Every match result moves a team's rating, and a bye adds a win to the record without changing the rating. Teams with the same rating are ordered by the tiebreakers in Section 2.4: Tiebreakers.

Rest week. In the Fall season, each team has one rest week: a week it does not join the Queue or the Late Queue. A team therefore plays at most seven of the eight regular-season weeks in each competition. Every week a team is paired or receives a bye counts toward the seven, including a week it forfeits. A team that has been paired or received a bye in each of Weeks 1 to 7 takes its rest week in Week 8, and League Officials remove it if it joins that week's Queue or Late Queue. A rest week does not count against playoff eligibility.

2.3 Playoffs & Championship

2.3.1 Overview

Every title has online playoffs: a single-elimination bracket seeded from the regular-season standings (see Section 2.2: Regular Season), with ties broken by Section 2.4: Tiebreakers. A competition needs at least four eligible teams to hold playoffs. Each title's playoff format, including the final, is in Section 4: Game Rules.

Most titles play the whole bracket online. Fortnite: Zone Wars, Mario Kart 8 Deluxe, Rocket League and Super Smash Bros. Ultimate play online down to the Top 8, and those eight teams finish at the Fall Championship (see Section 2.3.3: Championship).

Competition

Playoff Bracket

Final Rounds

Fortnite: Zone Wars (HS)

Top 32

Top 8 at the Fall Championship

Mario Kart 8 Deluxe (HS)

Top 16

Top 8 at the Fall Championship

Mario Kart 8 Deluxe (MS)

Top 16

Online

Rocket League (HS)

Top 16

Top 8 at the Fall Championship

Super Smash Bros. Ultimate Team Solos (Varsity HS)

Top 32

Top 8 at the Fall Championship

Super Smash Bros. Ultimate Team Solos (JV HS)

Top 32

Online

Super Smash Bros. Ultimate Team Solos (MS)

Top 32

Online

Overwatch 2 (HS)

Top 8

Online

Marvel Rivals (HS)

Top 16

Online

VALORANT (HS)

Top 8

Online

Splatoon 3 (HS)

Top 8

Online

Madden NFL 26 (HS)

Top 16

Online

NBA 2K26 (HS)

Top 16

Online

Bracket sizes are set so that about half of each competition's teams reach the playoffs, and may change after the regular season. Playoff matches follow MHSEL's Fall playoff schedule, so a title's playoff days can differ from its regular-season match day.

2.3.2 Eligibility

A team with three or more missed weeks is not eligible for playoffs. A rest week or a bye is never a missed week. In the Fall season, with one rest week, a team must play at least five of the eight regular-season weeks to be eligible. Ineligible teams may finish the regular season but won't be seeded into the bracket. In the JV division, at most two teams from one school can qualify (see Section 2.5.2: Division Playoffs).

2.3.3 Championship

The Fall Championship is an in-person event at Michigan State University on Saturday 12/5/26. The Top 8 teams in Fortnite: Zone Wars, Mario Kart 8 Deluxe, Rocket League and Super Smash Bros. Ultimate play their final rounds there. MHSEL holds a Championship coaches meeting for qualifying teams on Tuesday 12/1/26 at 3:00pm ET and will send more information to them.

2.4 Tiebreakers

If two or more teams have the same rating, they are ranked by the steps below, in order. Any teams still tied after a step move to the next step.

  1. Match Performance — number of match wins. A bye counts as a match win.

  2. Head-to-Head Record — when two teams are tied and have played each other, the winner of that match ranks higher.

  3. Game Score Differential — for titles that report in-game scores (VALORANT, Rocket League, NBA 2K26, Madden NFL 26 and Fortnite: Zone Wars), total score for minus total score against across every game played. Titles that report only a winner skip this step.

  4. Match Points — points earned for match wins and ties over the season.

  5. Strength of Schedule — the combined match wins of every opponent a team has played.

2.5 Junior Varsity & Varsity Divisions

A high school game title that qualifies for a state league may also qualify for Junior Varsity (JV) and Varsity (V) divisions, to recognize more teams and make more of them eligible for postseason playoffs.

State league game titles must keep 40–60% of teams able to qualify for playoffs. If the figure falls below that threshold, MHSEL will consider splitting the state title into JV and V divisions.

MHSEL may also combine a state league title's JV and V divisions into one larger division if doing so lets the greatest number of teams qualify for playoffs within that same 40–60% threshold. Similarly, MHSEL may move a division that is too small to run as a State League into a Regional league.

2.5.1 JV/V Enrollment

Schools may enroll only one team in the Varsity division. Schools may enroll as many teams as they like in the JV division.

2.5.2 Division Playoffs

Playoffs are held for both divisions. In a title with both divisions, only the Varsity division plays at the in-person Championship.

In the JV division, a maximum of two teams from one school can qualify for playoffs.

3. League Rules

3.1 Registration Process

To be eligible to play, every coach must:

  1. Create an account on the MHSEL League Platform.

  2. Create a team, invite students, make sure every player has linked the game account the competition requires, and register for at least one competition. For team-based games, the entry's roster must meet that competition's minimum player requirement.

  3. Follow the instructions for the weekly Queue and match assignments.

Step-by-step help: the Coach Registration Guide covers creating your account and joining your school. The Team Creation Guide covers building a team and registering it for a competition. The Game Handles Guide covers linking game accounts, including entering handles for Managed Members.

3.2 Weekly Queue & Match Assignment

Each week, teams confirm they intend to play by joining the Queue during the queue window, which runs from Friday 12:00 AM ET to Monday 12:00 PM ET (the weekend before match week). The Queue is on the competition's Bracket tab: select the queue button at the top of that tab once for each entry.

When the window closes on Monday, teams in the queue are paired against opponents with a similar record and rating, and a team left without an opponent moves to the Late Queue (see Section 3.3). Match assignments are posted on the League Platform and sent to each coach's platform inbox. Each title has a default match day and time listed in Section 4: Game Rules.

A team that does not join the Queue is not assigned a match for that week. It can still play through the Late Queue (see Section 3.3). A week in which a team joins neither queue is its rest week, or a missed week if it has already used its rest week (see Section 2.2). Where the button is and what happens next: Match Week Guide, Weekly Queue.

3.3 Late Queue (Backup for a Missed Queue)

If a team misses the Queue, it can still play. The Late Queue opens on the competition's Bracket tab at 2:30pm ET on the title's match day and closes at 3:30pm ET, the default match time. Teams that join it are paired with each other and play at the default time.

The Late Queue also catches teams the Queue could not pair. When the Queue closes on Monday and a team is left without an opponent (an odd number of teams joined, or the teams left had already played each other), the League Platform moves that team into the Late Queue automatically and its queue band shows Held. A held team does not need to do anything else: when the Late Queue closes, held teams are paired first, with each other or with teams that joined late. Leaving the Late Queue gives up that place, and the team then gets neither a match nor a bye for the week.

3.4 Byes

A team the Queue could not pair is moved into the Late Queue (see Section 3.3); if the Late Queue closes and the team still has no opponent, it receives a bye for the week. To receive it, the team must remain in the Late Queue until it closes. A bye adds a win to the team's record without changing its rating, so it only changes a team's place in the standings when it is tied on rating (see Section 2.4: Tiebreakers, step 1). A bye is a week of play: it is not a rest week or a missed week, and it counts toward the seven weeks a team may play (see Section 2.2). League Officials may also assign byes when scheduling requires it.

3.5 School Closures, Snow Days & Holidays

If school is not in session on a scheduled match day due to a state-wide holiday or similar closure, that title's default match time and queue times both move to the following day at the same times.

If an individual school is not in session due to a snow day or similar closure, that school follows Section 3.6: Match Rescheduling to find a new match time. Coaches should communicate closures to League Officials as early as possible.

3.6 Match Rescheduling

Both coaches may agree to move a match. In the Reschedule section of the match page, select Propose New Times and offer up to three new times. The other team selects Review Times and accepts one, declines them all, or counters with times of its own. Once a time is accepted, the match moves and both teams are notified. An offer expires after 48 hours, or when its last offered time starts if that is sooner. A rescheduled match must still be played by the end of the day on Sunday of that week, and the Reschedule section only offers times that still leave both teams able to join one of the next week's queues. Once match check-in opens, the match can no longer be moved this way. In that case, or if the match has no Reschedule section, select Flag Admin, choose General Support, and enter the new time in the details. If the coaches cannot agree, the match stays at its original time. During playoffs, reschedules are limited to 24 hours.

3.7 Match Day Process

3.7.1 Check-In & Communication

Both teams should be present in Match Chat and ready by the default match time. A coach or approved team captain from each team must establish communication in Match Chat at the start of the match; if a captain does so, the coach is expected to be available on request.

If a team has not joined the lobby or replied in Match Chat 15 minutes after the scheduled start time, the opposing coach selects Flag Admin on the match page and chooses Opponent Unresponsive. If that team asks for a grace period in Match Chat, the opposing coach waits up to 30 minutes before flagging. A league admin reviews the report and records the forfeit. Teams do not report a score for a match that was not played.

3.7.2 Lobby Creation

Both teams use Match Chat to agree on who hosts the lobby. If they can't agree, the host defaults to the team marked Home on the Match page (the left side). The host creates the lobby using the game-specific settings in Section 4: Game Rules.

3.7.3 Match Play

Once both teams are in the lobby, each confirms in Match Chat that the settings are correct and that they're ready. After both confirm, the host starts the match.

3.7.4 Score Reporting

When the match is complete, the winning team reports the result on the Match page with Report Scores (step by step: Match Week Guide, Report the Score). For VALORANT, Rocket League, NBA 2K26, Madden NFL 26 and Fortnite: Zone Wars, enter each team's in-game score for every game (rounds, goals or points), not just the winner; those scores feed the Game Score Differential tiebreaker in Section 2.4. The other team then has 24 hours to accept or dispute the result; a report that is not answered within 24 hours is accepted automatically. If there is a dispute, use Flag Admin on the Match page to request a League Official before leaving.

3.7.5 Forfeits

All forfeits are final unless subject to MHSEL discretion. A forfeit may be applied for a no-show, an inability to field enough players, a conduct ruling, ineligible players, missing results, or lack of communication. A match won by forfeit is recorded at the minimum score needed to win (for example, 2–0 for a best-of-three). A bye records no score, so it adds nothing to the Game Score Differential tiebreaker in Section 2.4. A team that cannot play may forfeit its own match on the Match page with Forfeit Match (coach or Team Captain) instead of no-showing. Either way, the week is a missed week for that team (see Section 2.3.2: Eligibility).

3.8 Substitutions

In team-based games, substitutions are allowed between games (or maps/sets) as long as the opposing team is notified and the substitute is on the entry's roster. Once a Game of Record is established, no substitutions may be made until that game is complete. Solo titles (one player) carry no substitutes.

3.9 Stoppage of Play

General pause and disconnect handling is below. Because each game handles pauses differently, always defer to the title-specific rules in Section 4: Game Rules.

3.9.1 Player Disconnections

If a player disconnects in a game that supports pausing, the match may be paused per that title's rules. Players should keep screenshots as proof of when a disconnect happened. Both teams must confirm readiness in Match Chat before play resumes.

3.9.2 Voluntary / Directed Pauses

Pausing without permission is treated as unfair play and may draw a penalty. League Officials may direct a pause at any time. Pauses expected to last longer than 10 minutes should be approved by a League Official.

3.10 Spectating

Team members not actively playing (a coach or substitute) may spectate unless the other team requests otherwise. For streams or broadcasts, both coaches must agree in Match Chat before the match and honor any request to remove spectators between games. Some titles do not allow in-game spectators due to latency (noted in Section 4).

3.11 Active Coaching

Coaching is permitted before a match and between games, sets, or maps. Once a game is live (at or after the Game of Record), coaches and non-participating team members may not direct players or communicate strategy until that game ends. Coaches may always assist with technical issues, pauses, and communication with League Officials. Any title-specific coaching limits are noted in Section 4.

3.12 Coach Responsibilities

Coaches are the primary point of contact for their team and are responsible for their players' readiness, conduct, and results reporting throughout the season: rostering eligible players (per Section 1.4), joining the Queue each week, being present in Match Chat at least 15 minutes before the scheduled start, coordinating lobbies, substitutions and pauses with the opposing coach, coaching only between games (per Section 3.11: Active Coaching), and making sure results are reported and verified within the 24-hour review window.

The full pre-match, match-day and post-match checklist is in the Match Week Guide, Coach Responsibilities. Before the season, the IT & Networking Guide covers network, firewall and anti-cheat requirements, and the Game Handles Guide covers linking game accounts.

3.13 Network Connection

Nintendo Switch titles need a wired Ethernet connection, because one player's wireless connection causes lag for everyone in the lobby. Splatoon 3 (Section 4.5) requires it now. For Super Smash Bros. Ultimate (Section 4.6) and Mario Kart 8 Deluxe (Section 4.7), it is strongly recommended for Regular Season Week 3 (10/5/26) and required starting Week 4 (10/12/26). A wired connection is strongly recommended for every other title.

If a team's connection causes lag that makes a match unplayable, the opposing coach should report it with Flag Admin. League Officials may place that team on hold, with no match assignments, until it can play on a wired connection that does not disrupt the match for both teams. Setup help for wired Switch play is in the IT & Networking Guide.

4. Game Rules

Each title below lists its match format, platform, team size, lobby settings, Game of Record and tiebreaker in one table, followed by pick/ban, disconnection handling, and title-specific rules.

Rules Overview

Title

Grades

Default Match Time

Format

Team Size

4.1 Rocket League

HS & MS

Tue 3:30pm ET (MS)
Thu 3:30pm ET (HS)

Bo5 regular
Bo7 playoffs

3 + 2 subs

4.2 Overwatch 2

HS

Tue 3:30pm ET

Bo5

5 + 3 subs

4.3 Marvel Rivals

HS

Thu 3:30pm ET

Bo5

6 + 4 subs

4.4 VALORANT

HS

Wed 3:30pm ET

Bo1 regular
Bo3 playoffs

5 + 3 subs

4.5 Splatoon 3

HS

Tue 3:30pm ET

Bo5

4 + 3 subs

4.6 Super Smash Bros. Ultimate

HS (V & JV), MS

Thu 3:30pm ET (MS)
Wed 3:30pm ET (HS)

Bo5 sets of Bo3

3 + 3 subs

4.7 Mario Kart 8 Deluxe

HS & MS

Wed 3:30pm ET (MS)
Thu 3:30pm ET (HS)

Bo3, 4 races per game

4 + 4 subs

4.8 Fortnite: Zone Wars

HS

Tue 3:30pm ET

Bo3, first to 10 rounds

2 + 2 subs

4.9 Madden NFL 26

HS

Thu 3:30pm ET

Bo1

1 player

4.10 NBA 2K26

HS

Tue 3:30pm ET

Bo1

1 player

4.1 Rocket League

Default Match Time: Tuesday 3:30pm ET (MS) - Thursday 3:30pm ET (HS)

Format & Settings

Setting

Detail

Match Format

Regular season: Best-of-5 (Bo5) games
Playoffs & Finals: Best-of-7 (Bo7) games

Grade Levels

High School & Middle School

Platform

PC, Xbox, PlayStation, Switch

Game Mode

Soccar

Team Size

3 players, 2 subs

Lobby Settings

Arena: DFH Stadium
Bot Difficulty: No Bots
Region: lowest mutual ping
Mutators: Off / Restore Defaults

Game of Record (GOR)

The in-game countdown timer ends and the game states "GO."

Tiebreaker

Each 5-minute game tied at time expiry goes to overtime; the first goal (golden goal) wins the game.

Disconnections

By default players cannot pause an in-progress game. Play continues through a disconnect, and the disconnected player may attempt to rejoin mid-game. If they cannot rejoin during the game, the team has 5 minutes before the next game to return the player to the lobby or replace them with a substitute; a substitute may not replace them mid-game. Otherwise the match proceeds to the next game with the players present. If a full team disconnects, they have 5 minutes to return or forfeit that game.

Additional Rules

  • Controllers: players may use a controller or mouse & keyboard.

  • Content Updates: any cars or items disabled by the publisher are not allowed; matches run on the current patch.

4.2 Overwatch 2

Default Match Time: Tuesday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

All phases: Best-of-5 (Bo5) games

Grade Levels

High School

Platform

PC, Xbox, PlayStation

Game Mode

Competitive (custom, Invite Only)

Team Size

5 players (1 Tank, 2 Damage, 2 Support), 3 subs

Lobby Settings

Preset: Competitive
Kill Cam: Disabled
Lobby: Invite Only
Heroes: toggle off for bans, on after each map

Game of Record (GOR)

The first of — an attack/ability lands on an enemy, line-of-sight is established between opposing players, or the timer reaches 2:00.

Tiebreaker

If Game 2 (Hybrid) draws, don't report yet — continue and report the next game as Game 2, and so on. If the match is tied after Game 5, play Game 6: Control on Busan (bans reset, Home team bans first).

Pick / Ban & Selection

Each game uses a set game mode with its own map pool. Teams must follow the game-mode order; if the wrong mode is chosen, restart before GOR.

Game

Mode & Map Pool

Game 1

Control — Busan, Lijiang Tower, Ilios, Oasis

Game 2

Hybrid — Blizzard World, King's Row, Midtown, Eichenwalde, Hollywood

Game 3

Escort — Circuit Royal, Dorado, Shambali, Watchpoint: Gibraltar

Game 4

Push — Colosseo, Esperança, Runasapi

Game 5

Flashpoint — New Junk City, Suravasa, Aatlis

Game 6 (tiebreaker only)

Control — Busan

Map Pick

Side Selection

Home team picks Map 1

Away team selects side

Loser of previous map picks next

Winner of previous map selects side

Hero Bans: after map and side are set, each team bans one hero per map (the map-picking team bans first). A role can only be banned once per map across both teams; a hero can be banned once per team per match. Bans apply to both teams. The lobby host toggles banned heroes off before each game.

Disconnections

A disconnect allows a pause; the player has 5 minutes to reconnect or play continues with the current lobby. You may not fill a disconnected player's spot mid-game. If a full team disconnects, they have 5 minutes to return or forfeit that game.

Additional Rules

  • Perks: hero Perks are enabled by default for competitive play — no extra setup needed.

  • Roles: roles are locked once a round begins; players may swap roles between games.

  • New Heroes: A new hero is banned in league play for two weeks after its release.

4.3 Marvel Rivals

Default Match Time: Thursday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

All phases: Best-of-5 (Bo5) games

Grade Levels

High School

Platform

PC, PS5, PS4, Xbox X|S (cross-platform)

Game Mode

Competitive — Tournament Room

Team Size

6 players, 4 subs

Lobby Settings

Lock Room: checked
Join Access: Invitation Only
Spectator Access: No Spectating unless both coaches agree in Match Chat (coaches still use the Coach slots)
Ban/Pick: Tournament (Basic)
Format: 5 (Bo5)
Pause Permissions: Coach

Game of Record (GOR)

The first of — an attack/ability lands on an enemy, line-of-sight is established between opposing players, or one minute of round time elapses.

Tiebreaker

If tied after Game 5, play Game 6: Domination on a randomly selected Domination map (the lobby owner multi-selects all Domination maps to randomize).

Pick / Ban & Selection

Teams must follow the game-mode order below. If the wrong mode is selected, restart before GOR.

Game

Mode & Map Pool

Game 1

Domination — Yggsgard, Wakanda, Hydra Charteris Base, Hellfire Gala, Klyntar

Game 2

Convergence — Tokyo 2099, Wakanda, Klyntar, Empire of Eternal Night, K'un-Lun, Lower Manhattan
OR Convoy — Yggsgard, Tokyo 2099, Empire of Eternal Night, Hellfire Gala, Museum of Contemplation, Arakko, Thebes

Game 3

Convergence or Convoy — whichever was not played in Game 2

Game 4

Domination — any Domination map not used in Game 1

Game 5

Convoy — any Convoy map not used in Game 2

Game 6 (tiebreaker only)

Domination — random from the Domination pool

Map Pick

Side Selection

Home team picks Map 1

Away team selects side

Loser of previous map picks next

Winner of previous map selects side

Ban / Lock: once all 12 players are in the lobby, team leaders take turns banning and locking heroes (locking prevents a hero from being banned). Missed bans/picks are forfeited.

Disconnections

A disconnect allows a 5-minute pause. If GOR is established, the round continues unless both teams agree to restart; if not established, return to lobby, let the player rejoin, and restart the map. You may not fill a disconnected player's spot mid-game.

Additional Rules

  • Costumes: in the regular season, characters must use default costumes and MVP animations; alternate costumes are prohibited (one warning per team, then penalties). Starting in playoffs, spectator customizations are disabled in the Tournament Room, so this rule is no longer enforced.

  • Profile Privacy: competing players set Career Profile Overview Visibility to Everyone so opponents can verify identity.

  • No Ximming: using mouse & keyboard on console via a XIM device is strictly prohibited.

4.4 VALORANT

Default Match Time: Wednesday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

Regular season: Best-of-1 (Bo1)
Playoffs & Finals: Best-of-3 (Bo3)

Grade Levels

High School

Platform

PC

Game Mode

Standard (Tournament Mode)

Team Size

5 players, 3 subs

Lobby Settings

Allow Cheats: OFF
Tournament Mode: ON
Overtime — Win by Two: ON
Play Out All Rounds: OFF
Hide Match History: OFF

Game of Record (GOR)

When the barrier drops in the first round.

Tiebreaker

Not applicable at the match level — the regular-season Bo1 is decided on the map, and overtime resolves a 12–12 map. Standings ties use Section 2.4.

Pick / Ban & Selection

A map wins at 13 rounds (sides swap after 12). If tied 12–12, overtime is played as two-round sets (swapping sides each round) until a team wins both rounds of a set.

Regular Season (Bo1)

Process

Ban phase 1 & 2

Home team bans, then Away team bans

Map pick & side

Home team picks the map; Away team selects side

Map pool: Abyss, Bind, Corrode, Haven, Lotus, Summit, Sunset. The pool locks when the regular season ends.

Playoffs & Finals (Bo3): teams alternate additional bans and picks until the required maps are set (Home team bans first); side selection follows each map pick as above.

Agents: 80-second blind agent select. A team can't run two of the same agent, but both teams may pick the same agent.

Disconnections

A disconnected player should reconnect as soon as possible; the game continues with the current lobby. You may not substitute mid-game. Each team gets two 60-second tactical timeouts (one per side); type /timeout to start a team vote.

Additional Rules

  • Riot Vanguard: required anti-cheat. Schools must configure PCs (TPM 2.0, Secure Boot, UEFI, etc.) before the first match — involve IT early.

  • Mature Content: toggle Show Mature Content OFF before joining.

  • Server: teams agree on the NA server with the lowest mutual ping.

  • New Agents and Weapons: A new agent or weapon is banned in league play for two weeks after its release.

4.5 Splatoon 3

Default Match Time: Tuesday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

Best-of-5 (Bo5) games

Grade Levels

High School

Platform

Nintendo Switch

Game Mode

Alternating — see Pick / Ban & Selection

Team Size

4 players, 3 subs

Lobby Settings

Recon: OFF
Primary Gear Abilities Only: OFF
Use amiibo Gear: ON
Use amiibo User Name: OFF
Reset Options Every Match: OFF

Game of Record (GOR)

When players are launched onto the stage.

Tiebreaker

First team to three game wins takes the match — a Game 4 or 5 isn't played if unnecessary.

Pick / Ban & Selection

Games rotate through five modes in a fixed order; the losing team of the previous game picks the next stage, within that game's mode.

Game & Mode

Stage Pick

Game 1 — Turf War

Home team picks stage

Game 2 — Rainmaker

Loser of Game 1 picks

Game 3 — Splat Zones

Loser of Game 2 picks

Game 4 — Tower Control

Loser of Game 3 picks

Game 5 — Clam Blitz

Loser of Game 4 picks

Splattercolor Screen: either team may ban weapons with the Splattercolor Screen special for the whole match by stating so in Match Chat during setup.

Disconnections

A disconnected player should reconnect as soon as possible; the game continues with the current lobby. You may not substitute mid-game. Keep screenshots as proof of a disconnect. If a full team disconnects, notify the opponent in Match Chat and contact League Officials if they can't return.

Additional Rules

  • Equipment: wired connection required; Switch consoles must not be modded; Nintendo Switch Online membership required.

  • Join Requirement: players must have finished the tutorial and one online Turf War to create a Player ID and join custom lobbies.

  • Friend Add: the Home team adds an opposing player as a Switch friend before creating the room — adding after creation drops the lobby.

4.6 Super Smash Bros. Ultimate — Team Solos

Default Match Time: Thursday 3:30pm ET (MS) - Wednesday 3:30pm ET (HS)

Format & Settings

Setting

Detail

Match Format

Best-of-5 (Bo5) sets; each set is Best-of-3 (Bo3) games

Grade Levels

High School (Varsity & JV), Middle School

Platform

Nintendo Switch

Game Mode

Smash (Stock)

Team Size

3 players (Team Solos), 3 subs

Lobby Settings

Stock: 3
Time Limit: 7:00
Final Smash Meter: Off
Items: None (all off)
Stage Hazards: Off
Spirits: Off
Damage Handicap: Off

Game of Record (GOR)

The in-game countdown ends and the game states "GO."

Tiebreaker

If a game reaches in-game Sudden Death, it doesn't count as-is: the winner is whoever had more stocks at that moment, then lower damage %. If still tied, play a 1-stock, 2-minute game.

Pick / Ban & Selection

Team Draft runs this section on the League Platform. Both teams ready up on the Match page (Ready Up opens 30 minutes before the match time), confirm a lineup of three players, then pick players, characters and stages turn by turn in the Team Draft panel and report each game there. Coaches, Team Captains and any Draft Captains a coach names act for the team, and the player in a set always acts for their own set. Lineups lock when Set 1 starts, so Section 3.8: Substitutions does not apply to this title. If both teams agree, Match Options can reset the current game or switch the match to manual reporting in Match Chat. Step by step: the Team Draft Guide.

  • Set Players: Set 1 player choices are blind. From Set 2 on, the team that won the previous set names its player first and the other team counterpicks. Each of a team's three players plays one of Sets 1-3. Any lineup player may play Set 4; the Set 5 player must not have played Set 4.

  • Game 1: both players pick characters blind. Then, from the Starter stages, Home strikes 1, Away strikes 2, and Home picks one of the two stages left.

  • Game 2 Onward: the winner of the previous game picks their character first and the loser counterpicks. Then, from the Starter and Counterpick stages, the winner strikes 2 and the loser picks from the rest. The winner may also strike, for free, any stage the loser has already won on in that set; a free strike left unused keeps that stage pickable.

Starter Stages (Game 1)

Counterpick Stages (Game 2+)

Battlefield

Final Destination

Pokémon Stadium 2

Kalos Pokémon League

Small Battlefield

Hollow Bastion (DLC)

Smashville

—

Town and City

—

Omega and Battlefield stage variations are not allowed. DLC stages can only be picked if a team in the match owns them.

Disconnections

If a player disconnects, the lobby closes; the player must explain in Match Chat within 10 minutes or risk losing the set. If they return in time, recreate the game with the same fighters, stage, and stock count — damage % is not reset — and continue.

Additional Rules

  • Equipment: wired connection strongly recommended for Regular Season Week 3 (10/5/26) and required starting Week 4 (10/12/26). See Section 3.13.

  • Mii Fighters: default costumes and a Guest Mii; the player enters the four-digit move set code (each digit 1, 2 or 3, for example 1231) when picking the Mii in Team Draft.

  • Solos Format (If Offered): a single Bo3 in the regular season and a single Bo5 in playoffs, with the same settings and stage list; picks and strikes are made in Match Chat.

  • Spectating: not available — Switch titles are excluded from in-game spectating due to latency.

4.7 Mario Kart 8 Deluxe — Team Races

Default Match Time: Wednesday 3:30pm ET (MS) - Thursday 3:30pm ET (HS)

Format & Settings

Setting

Detail

Match Format

Best-of-3 (Bo3) games

Game Format

All phases: 4 races (150cc) per game

Grade Levels

High School & Middle School

Platform

Nintendo Switch

Team Size

4 players, 4 subs

Lobby Settings

Game Style: 150cc
Teams: team game
Items: normal items
COM: no COM
Vehicles: all
Track selection: Random (required)

Game of Record (GOR)

The countdown of the first race ends and the game states "GO."

Tiebreaker

If teams tie on points at the end of a game, play one extra race immediately; the team with more points in that race wins the game.

Track Selection

Every player must choose Random. If a player doesn't and their track is chosen, that team loses 15 points from the game (additive per violation) — submit screenshots to officials.

Disconnections

Keep a screenshot after every race (Switch capture button). If the host disconnects, the lobby is remade and teams finish the remaining races, then add the screenshot points to the new lobby's points. If a player disconnects, they rejoin at the start of the next track; points earned before the disconnect only count with screenshot proof.

Additional Rules

  • Equipment: wired connection strongly recommended for Regular Season Week 3 (10/5/26) and required starting Week 4 (10/12/26). See Section 3.13.

  • Karts & Characters: players may change character/kart between races (press Y in the lobby) and may use smart steering and auto-accelerate.

  • Glitching: using in-game glitches to gain an advantage results in a game loss and possible further penalty (screenshot or video proof required).

  • DLC: Booster Course Pass tracks may appear if any player owns them; the DLC is recommended but not required.

  • Spectating: not allowed, due to latency.

4.8 Fortnite: Zone Wars

Default Match Time: Tuesday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

Best-of-3 (Bo3) games

Game Format

First to 10 round wins per game

Grade Levels

High School

Platform

PC, console (cross-platform)

Team Size

2 players, 2 subs

Lobby Settings

Island Code: 3237-7822-8160 (Rapid Realistics 2v2 Speed)
Loadout: BoxFight Loot

Game of Record (GOR)

When the barrier drops in the first round.

Tiebreaker

Not applicable — a game is decided by the first team to 10 round wins.

Pick / Ban & Selection

  • Loadout: both teams vote for BoxFight Loot. If a different loadout starts, return to lobby and recreate; a game finished with the wrong loadout still counts as a Game of Record.

  • Server: teams pick the regional server with the lowest mutual ping; officials decide if they can't agree.

Disconnections

If a player disconnects mid-round, finish the round and screenshot the score. When the player reconnects, recreate the game and play until a team reaches 10 round wins. If there's no update in Match Chat within 10 minutes, contact League Officials.

Additional Rules

  • Voice Chat: turn off in-game voice chat before pairing with opponents; coordinate through Match Chat.

  • Spectating: in-island spectating isn't available; replays can be recorded via Settings Game Replays.

4.9 Madden NFL 26

Default Match Time: Thursday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

Best-of-1 (Bo1) game

Grade Levels

High School

Platform

PlayStation, Xbox, PC (cross-play ON)

Team Size

1 player (solo), no subs

Lobby Settings

Skill: All-Madden
Quarter Length: 5 minutes
Accelerated Clock: Off
Injuries: Off
Fatigue: On
Even Teams: Off
Game Style: Competitive
Weather: Clear

Game of Record (GOR)

A player kicks off and the clock ticks for at least one second.

Tiebreaker

Not applicable — single game. Standings ties use Section 2.4.

Team Selection

Players choose any current NFL team and may pick a different team each game; both players may pick the same team. Alternative, legends, and custom teams are not allowed.

Disconnections

The game auto-pauses on a disconnect — screenshot the score, time, and error. Willingly leaving is a loss. On a network disconnect in the first half, recreate the game with the same sides, subtract elapsed time, finish the remaining time, then add both games' scores. If the losing player disconnects in the second half, the current result stands; if the winning player disconnects in the second half, reset using the same steps.

Additional Rules

  • Onside Kicks: not allowed in the first half; allowed anytime in the second half.

  • No Custom Playbooks: players may mix a team, an offensive playbook, and a defensive playbook, but not a self-made custom playbook.

  • Improper Audibles: no audibles from QB kneel, Wildcat, field goal, or punt formations. No intentional offsides to stall.

4.10 NBA 2K26

Default Match Time: Tuesday 3:30pm ET

Format & Settings

Setting

Detail

Match Format

Best-of-1 (Bo1) game

Grade Levels

High School

Platform

PlayStation 5, Xbox Series X|S (cross-play)

Team Size

1 player (solo), no subs

Lobby Settings

Mode: Play Now Online, Private Match
Teams: current NBA teams only
Difficulty: All-Star
Quarter Length: 5 minutes
Game Speed: Normal (50)
Rosters: Official 2K Current Live Roster (default)
Control: User Only (no CPU assistance)
Injuries: Off
Fatigue: On

Game of Record (GOR)

The opening tip-off and the game clock begins to run.

Tiebreaker

Not applicable — single game. Standings ties use Section 2.4.

Team Selection

Players select any current NBA team and may pick a different team each game; both players may pick the same team. Classic, All-Time, and custom teams are not allowed.

Disconnections

Adapt the Madden disconnection process (Section 4.9): screenshot the score and time on any disconnect; on a first-half network disconnect, recreate and combine scores; a second-half disconnect by the losing player leaves the result standing.

5. Player Conduct

5.1 Code of Conduct

Players must compete to the best of their ability at all times and follow both the MHSEL Competitive Integrity Pledge and the USAEL Code of Conduct:

  • Respect: treat all players, organizers, and spectators with respect.

  • Integrity: play honestly and follow the rules of the game.

  • Graciousness: be humble in victory and courteous in defeat.

  • Language: use appropriate, respectful language at all times.

  • Anti-Bullying: zero tolerance for harassment, bullying, or discrimination of any kind.

  • Feedback: keep feedback constructive; avoid toxic comments.

Any form of cheating or foul play by any team member will not be tolerated. All members are prohibited from influencing a match so its outcome is decided by anything other than the competitive merits of the teams.

5.2 Standards of Competition

Players may never cheat or seek an unfair advantage. Unfair play includes, but is not limited to:

  • Exploiting bugs or glitches

  • Collusion or match manipulation

  • Hacking or third-party cheat software

  • Ringing — playing under another person's identity, or fielding ineligible players

  • Intentional disconnection

A team member found violating these standards will be issued a loss for that game and may face additional penalties at the discretion of League Officials, up to and including disqualification from the League.

5.3 Spirit of the Rules

These rules exist to ensure fair play, integrity, and a positive experience for everyone. They are not just a checklist — they embody the spirit of competition, sportsmanship, and respect. Participants are expected to follow both the letter and the intent of the rules. Exploiting loopholes, manipulating gameplay, or unsportsmanlike conduct is a violation of the spirit of the rules.

5.4 Organizer Discretion

Interpreting and enforcing these rules — including any situation not explicitly covered — is at the sole discretion of League Officials. They may act in the best interests of the competition, its participants, and fair play. These decisions are final and binding, cannot be appealed, and may include penalties up to and including disqualification from the League.

5.5 Player Responsibility

By participating, you acknowledge that League Officials have the authority to interpret the rules and take any action necessary to maintain the integrity and spirit of the competition.

6. Policies & Administration

6.1 Photo & Media Release

By participating in any Michigan High School Esports League (MHSEL) event, match, or related activity, you acknowledge and agree to the following.

MHSEL events may be recorded, photographed, broadcast, or otherwise captured in various media formats. By registering for, attending, or participating in MHSEL activities, you consent to the use of your name and/or likeness ("Likeness") by MHSEL and its authorized representatives for promotional, publicity, advertising, educational, and other lawful purposes.

Your Likeness may appear in, but is not limited to, photographs, video or audio recordings, broadcasts, livestreams, publications, websites, social media, and other digital or print media. All such materials are the exclusive property of MHSEL, and you waive any right to review, approve, or receive compensation for their use.

You release and hold harmless MHSEL, its employees, agents, affiliates, sponsors, and representatives from any claims or liability arising from the use of your Likeness. You further agree to indemnify MHSEL against any costs or damages related to claims made on your behalf regarding such use.

Participation in MHSEL constitutes acceptance of these terms.

6.2 Amendments

MHSEL and any event partners reserve the right to update, revise, or modify these rules when appropriate. Major changes are recorded in the Change Log below, and it is every coach's and player's responsibility to review the current rulebook. The version shown at the top of this page always matches the most recent Change Log entry.

6.3 Change Log

Date

Version

Summary of Changes

10/22/26

1.30

Veterans Day: Wednesday 11/11/26 matches and that day's Late Queue move to Friday 11/13/26 at the same times (Section 1.3)

10/22/26

1.29

Spring 2027 calendar added, with dates to be finalized and two Preseason Practice weeks (Sections 1.3 and 2.1). Fall playoffs run 11/16/26 to 12/8/26 (Section 1.3). Fall rest week: each team has one week it does not join the queue, so it plays at most seven of the eight regular-season weeks, and the rest week does not count against playoff eligibility (Section 2.2). Bye, Rest Week and Missed Week defined separately; a missed week is a forfeit before the match, a no-show, a missing result, or a second week without joining the queue, and a team must play at least five weeks to be eligible for playoffs. Playoffs rewritten as Section 2.3 Playoffs & Championship (Overview with playoff bracket sizes, Eligibility, and the Fall Championship at Michigan State University on 12/5/26); Finals folded into it, so Tiebreakers is now Section 2.4 and JV & Varsity Divisions Section 2.5

10/20/26

1.28

Rescheduling (Section 3.6) describes the Reschedule section: Propose New Times, Review Times, offers expire after 48 hours or when the last offered time starts, and only times that leave both teams able to join one of the next week's queues are offered. Flag Admin is for a match with no Reschedule section or one whose check-in has opened. Match Week Guide links renamed

10/19/26

1.27

Temporary update while byes and standings are under review. A bye adds a win to the record without changing the rating and records no game score, and a week without a match counts toward the three missed weeks for playoff eligibility (Definition of Terms, Sections 2.3, 3.2, 3.4 and 3.7.5)

10/15/26

1.26

VALORANT map pool updated to Abyss, Bind, Corrode, Haven, Lotus, Summit and Sunset

10/15/26

1.25

Rescheduling: coaches now move a match themselves with Reschedule on the match page (one team offers up to three times, the other picks one). Flag Admin is only for a match with no Reschedule card or one about to start. Playoff reschedules are no longer approved case by case (Section 3.6)

10/7/26

1.24

Smash Ultimate Team Solos now runs through Team Draft on the Match page: Game 1 ends with Home picking one of the last two stages (was a last strike), characters are picked before the stage from Game 2 on, the free strike removes stages the loser has won on, and lineups lock at Set 1 (Section 4.6). Teams the Queue cannot pair move into the Late Queue automatically and show Held; a bye comes only after the Late Queue closes (Sections 3.3 and 3.4). Under 13: Managed Members only (Section 1.4.1). The Home team is the team marked Home on the Match page (Section 3.7.2); a team may forfeit its own match with Forfeit Match (Section 3.7.5).

10/5/26

1.23

Overwatch 2: new heroes are banned for two weeks after release

10/2/26

1.22

Wired connection for Super Smash Bros. Ultimate and Mario Kart 8 Deluxe: strongly recommended for Regular Season Week 3 (10/5/26) and required starting Week 4 (10/12/26), matching Splatoon 3 (Sections 3.13, 4.6 and 4.7)

9/29/26

1.21

Mario Kart 8 Deluxe Team Races: 4 races per game (was 6)

9/27/26

1.20

Queue names: the Check-In Queue is now the Queue, shown on the calendar as Week N Queue, and the Match Day Queue is now the Late Queue. Wording only; no rule changes.

9/25/26

1.19

Rescheduling and no-shows go through Flag Admin (Sections 3.6 and 3.7.1); Entry added to Definition of Terms; registration and roster wording uses Entry; the queue button is named by its place on the Bracket tab

9/25/26

1.18

Smash Ultimate Team Solos: clarified that each of a team's three players plays one of Sets 1-3 before any eligible player may play Set 4

9/24/26

1.17

Standings rank teams by rating; the tiebreakers order teams with the same rating. Rating added to Definition of Terms

9/24/26

1.16

Marvel Rivals lobby settings: Spectator Access is No Spectating unless both coaches agree in Match Chat, and Pause Permissions is Coach; streams and broadcasts need both coaches to agree in Match Chat before the match (Section 3.10)

9/23/26

1.15

Wired connection strongly recommended for every title (still required for Splatoon 3); a team whose connection makes matches unplayable may be placed on hold (new Section 3.13)

9/23/26

1.14

VALORANT: new agents and weapons are banned for two weeks after release

9/22/26

1.13

Match Day Queue now runs one hour, 2:30pm to 3:30pm ET (was 15 minutes before the default match time)

9/21/26

1.12

VALORANT map pool updated to Abyss, Ascent, Haven, Lotus, Split, Summit and Sunset

9/17/26

1.11

Rocket League regular season changed to Best-of-5; playoffs and finals stay Best-of-7

9/17/26

1.10

Standings tiebreakers aligned with the League Platform: byes count as a match win, game score differential added for VALORANT, Rocket League, NBA 2K26, Madden NFL 26 and Fortnite: Zone Wars; in-game scores reported for those titles; Madden roster lock removed; registration close date stated

9/14/26

1.9

Mario Kart 8 Deluxe raised to 4 substitutes

9/11/26

1.8

Splatoon 3 raised to 3 substitutes for cross-league consistency

9/11/26

1.7

Substitute counts aligned with the League Platform; NBA 2K26 platform corrected to PS5 and Xbox Series X|S

9/11/26

1.6

Smash Ultimate Team Solos: from Game 2 on, the team that won the previous game announces their player's character first

9/10/26

1.5

NBA 2K26 lobby settings confirmed; solo titles carry no subs

9/10/26

1.4

Consistency improvements and links to guides

9/3/26

1.3

Preseason split into Scrim Finder Practice (week of 9/7) and Preseason Practice (week of 9/14)

8/27/26

1.2

Game versions specified: Madden NFL 26 and NBA 2K26

8/14/26

1.1

Tiebreaker and match process cleanup

7/8/26

1.0

Initial rulebook published