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 check-in 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.
This rulebook is the official and comprehensive set of rules, policies, and procedures governing all League play for the TANCHES.GG Esports League (TEL) Fall 2026 season. It brings general competition rules, game-specific rules, and player conduct expectations together into a single authoritative document.
The TANCHES.GG Esports League (TEL) is a K-12 scholastic esports league serving schools across Texas, operated in partnership with USAEL & Rally Cry.
The League is hosted on the official TEL League Platform, powered by Rally Cry. All registration, scheduling, match communication, and score reporting happen on this platform. The flow is: register, check in, get matched, play, report.
The TEL Fall season runs from September through December. A season has three phases — an 8-week Regular Season, Playoffs, and a 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 | Monday 8/17/26 |
Group coaches meeting | Wednesday 9/9/26, 4:30pm CT |
Regular season | Week 1: 9/21/26 |
Playoffs | Playoff Week 1: 11/16/26 |
Championship | Playoff Week 3 / Championship: 12/7/26 |
Late enrollment is available until the end of Regular Season Week 2; registration closes Sunday 10/4/26 at 11:59pm CT. All match times are Central Time.
TEL schools may also enter the national USAEL Open events that run alongside the state season. Those events are governed by the USAEL Open Rulebook; this rulebook governs TEL state competitions only.
The League is open to all Texas schools — public, private, charter, and homeschool cohorts — that meet the grade criteria for each game competition (see Section 4: Game Rules) and have completed the TEL registration process. For team-based games, all players on a team must attend the same school or program unless TEL 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.
A student may only participate in one competition per game title.
Several titles carry an ESRB Teen rating and are open to High School only: VALORANT, Overwatch 2 and Marvel Rivals. Fortnite: Zone Wars is rated Teen but is offered at both levels.
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.
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 or teams to decide a winner. Used in Super Smash Bros. Ultimate Crew Battles. |
Match | The full contest between two teams for the week, made up of one or more games or sets. |
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 that joined the Check-In Queue is left without an opponent (see Section 3.3: 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). It does not count against playoff 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 | TEL 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, check in, communicate, and report scores. |
Match Chat | The in-platform chat used by both teams (and officials) to coordinate a match. |
Check-In Queue | The queue on a competition's Bracket tab. Teams select the queue button at the top of that tab during the weekly check-in window to be paired for that week's match (see Section 3.2). |
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. |
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.
There is no preseason phase, but practice is available all season: the Scrims tab on any competition page lets teams schedule practice matches against other registered teams; see the Scrim Finder Guide.
After the regular season, qualifying teams enter a single-elimination playoff bracket. Bracket size scales with the number of eligible teams in each competition, with a minimum of four teams. Online playoff rounds run over the playoff weeks in the season calendar, leading to the Championship in Playoff Week 3. No matches are played during the Thanksgiving break.
Playoff Eligibility: a team that misses three or more regular-season weeks is not eligible for playoffs. A week counts as missed when the team does not play a match that week: it did not join the queue, its result is missing, or it forfeited. A bye is not a missed week. Ineligible teams may finish the regular season but will not be seeded into the bracket.
The Championship match in each competition is contested by the top two teams remaining in its playoff bracket, and is played during Playoff Week 3 (see the season calendar). Each title's Championship format is listed in Section 4: Game Rules.
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.
Match Performance — number of match wins. A bye counts as a match win.
Head-to-Head Record — when two teams are tied and have played each other, the winner of that match ranks higher.
Game Score Differential — for titles that report in-game scores (VALORANT, Rocket League, 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.
Match Points — points earned for match wins and ties over the season.
Strength of Schedule — the combined match wins of every opponent a team has played.
To be eligible to play, every coach must:
Create an account on the TEL League Platform.
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.
Follow the instructions for weekly check-in 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.
Each week, teams confirm they intend to play by joining the Check-In Queue during the check-in window, which runs from Monday 12:00 AM CT of match week until 15 minutes before the title's default match time. The Check-In 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, 15 minutes before the match time, teams in the queue are paired automatically against opponents with a similar record and rating, and a team left without an opponent receives a bye (see Section 3.3: Byes). Match assignments are posted on the League Platform and sent to each coach's platform inbox, so teams should be at their stations and in Match Chat when the assignment arrives. Each title has a default match day and time listed in Section 4: Game Rules.
A team that does not join the Check-In Queue is not assigned a match for that week. Where the button is and what happens next: Tournament Formats Guide, Weekly Queue.
If a team joins the Check-In Queue and is left without an opponent when the window closes (an odd number of teams joined, or no valid opponent was left), it receives a bye. 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). It does not count against playoff eligibility. League Officials may also assign byes when scheduling requires it.
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 moves to the following day at the same time.
If an individual school is not in session due to a local closure, that school follows Section 3.5: Match Rescheduling to find a new match time. Coaches should communicate closures to League Officials as early as possible.
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 the next week's Check-In Queue. If the match page has no Reschedule section, or the match can no longer be moved because match check-in has opened, 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.
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. A league admin reviews the report and records the forfeit. If that team asks for a grace period in Match Chat, the opposing coach waits up to 30 minutes before flagging. Teams do not report a score for a match that was not played.
Both teams use Match Chat to agree on who hosts the lobby. If they cannot 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.
Once both teams are in the lobby, each confirms in Match Chat that the settings are correct and that they are ready. After both confirm, the host starts the match.
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, 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.
All forfeits are final unless subject to TEL 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.
In team-based games, substitutions are allowed between games (or maps or 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.
The number of substitutes scales with the size of the starting lineup. Solo titles carry no substitutes.
Starting Lineup | Substitutes |
|---|---|
2 players | 1 sub |
3–4 players | 2 subs |
5 players | 3 subs |
6 players | 4 subs |
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.
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.
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.
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).
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.
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), completing weekly check-in, 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 3.10: 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.
A wired Ethernet connection is strongly recommended for every title. It matters most for Nintendo Switch titles such as Mario Kart 8 Deluxe and Super Smash Bros. Ultimate, where one player's wireless connection causes lag for everyone in the lobby.
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.
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. Titles are listed in match-day order. All match times are Central Time.
TEL match days mirror the TexSEF schedule, and every TEL title starts at 3:45pm CT so matches finish before the 5:00pm CT TexSEF queue and Varsity windows. Schools competing in both leagues should plan their station and staffing needs around that handover.
Rules Overview
Title | Grades | Match Day | Format (Regular / Championship) | Team Size |
|---|---|---|---|---|
HS | Mon 3:45pm CT | Bo1 / Bo3 | 5 + 3 subs | |
HS & MS | Mon 3:45pm CT | Bo3 / Bo5 | 4 + 2 subs | |
HS | Mon 3:45pm CT | Bo3 / Bo5 | 5 + 3 subs | |
HS | Tue 3:45pm CT | Bo3 / Bo5 | 6 + 4 subs | |
HS & MS | Tue 3:45pm CT | Bo3 / Bo5 | 2 + 1 sub | |
HS & MS | Tue 3:45pm CT | Bo5 / Bo7 | 1 player | |
HS & MS | Thu 3:45pm CT | Bo3 / Bo5 | 3 + 2 subs | |
HS & MS | Thu 3:45pm CT | Bo3 sets (King of the Hill) | 3 + 2 subs | |
HS | Thu 3:45pm CT | Bo1 / Bo1 | 1 player |
Default Match Time: Monday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-1 (Bo1) map. Championship: Best-of-3 (Bo3) maps. |
Grade Levels | High School only (ESRB Teen) |
Platform | PC |
Game Mode | Standard (Tournament Mode) |
Team Size | 5 players, 3 subs |
Lobby Settings | Allow Cheats: OFF |
Game of Record (GOR) | When the barrier drops in the first round. |
Tiebreaker | 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. |
Pick / Ban & Selection
Regular Season & Playoffs (Bo1) | Process |
|---|---|
Turn 1 | Home team bans a map |
Turn 2 | Away team bans a map |
Turn 3 | Home team bans a map |
Turn 4 | Away team bans a map |
Turn 5 | Home team bans a map |
Turn 6 | Away team bans a map |
Decider | The last remaining map is played; Home team selects side |
Teams run the veto in Match Chat before the match. Map pool: Abyss, Bind, Corrode, Haven, Lotus, Summit, Sunset. The pool locks when the regular season ends.
Championship (Bo3): teams alternate bans and picks until three maps are set. Home team bans, then Away team bans; Away team picks Map 1 and Home team picks Map 2, with the opposing team selecting side on each; the map remaining after the final bans is the decider, and sides on it are decided by a coin flip in Match Chat.
Agents: 80-second blind agent select. A team cannot 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) before the first match — involve IT early.
Mature Content: toggle Show Mature Content OFF before joining.
Server: teams agree on the 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.
Default Match Time: Monday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-3 (Bo3) games. Championship: Best-of-5 (Bo5) games. |
Game Format | 4 races (150cc) per game |
Grade Levels | High School & Middle School |
Platform | Nintendo Switch |
Team Size | 4 players, 2 subs |
Lobby Settings | Game Style: 150cc |
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 does not 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
Karts & Characters: players may change character or 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.
Default Match Time: Monday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: First to 2 map wins (Best-of-3). Championship: First to 3 map wins (Best-of-5). |
Grade Levels | High School only (ESRB Teen) |
Platform | PC, PlayStation, Xbox |
Game Mode | Competitive (custom, Invite Only) |
Team Size | 5 players (1 Tank, 2 Damage, 2 Support), 3 subs |
Lobby Settings | Preset: Competitive |
Game of Record (GOR) | The first of — an attack or ability lands on an enemy, line-of-sight is established between opposing players, or the timer reaches 2:00. |
Tiebreaker | A drawn map does not count toward either team's map wins and is not reported; report the next map in its place. The team that picked the drawn map picks again. It may use the same mode choice, but not the same map. |
Pick / Ban & Selection
Map 1 is always Control. After that, the team that lost the previous map picks the next map, its mode and its starting side. Hybrid and Flashpoint count as one mode choice, so after Control the three choices are Hybrid or Flashpoint, Push, and Escort. A mode choice cannot be picked again once it has been played, until Map 5 of a First to 3 match. If a map from the wrong mode is chosen, restart before GOR.
First to 2 (Regular Season & Playoffs) | Selection |
|---|---|
Map 1: Control | Higher-seeded team picks the Control map and starting side. |
Map 2: Hybrid or Flashpoint, Push, or Escort | Losing team picks a map, mode and starting side from one of the three mode choices not yet played. |
Map 3: Hybrid or Flashpoint, Push, or Escort | Losing team picks a map, mode and starting side from one of the two mode choices not yet played. |
First to 3 (Championship) | Selection |
|---|---|
Map 1: Control | Higher-seeded team picks the Control map and starting side. |
Map 2: Hybrid or Flashpoint, Push, or Escort | Losing team picks a map, mode and starting side from one of the three mode choices not yet played. |
Map 3: Hybrid or Flashpoint, Push, or Escort | Losing team picks a map, mode and starting side from one of the two mode choices not yet played. |
Map 4: Hybrid or Flashpoint, Push, or Escort | Losing team picks a map and starting side from the last mode choice not yet played. |
Map 5: Control, Hybrid or Flashpoint, Push, or Escort | Losing team picks a map, mode and starting side from any of the four mode choices. The map cannot have been played earlier in the match. |
Higher-seeded team: in the regular season, the team marked Home on the Match page; in the Playoffs and Championship, the team with the better bracket seed. Play stops once a team reaches the map wins it needs.
Mode Choice | Map Pool |
|---|---|
Control | Busan, Lijiang Tower, Ilios, Oasis |
Hybrid or Flashpoint | Hybrid: Blizzard World, King's Row, Midtown, Eichenwalde, Hollywood |
Push | Colosseo, Esperança, Runasapi |
Escort | Circuit Royal, Dorado, Shambali, Watchpoint: Gibraltar |
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.
Profile Privacy: competing players must be reachable by their opponents in the Invite Only lobby, so share BattleTags in Match Chat before the first game.
New Heroes: A new hero is banned in league play for two weeks after its release.
Default Match Time: Tuesday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-3 (Bo3) games. Championship: Best-of-5 (Bo5) games. |
Grade Levels | High School only (ESRB Teen) |
Platform | PC, PlayStation, Xbox (cross-platform; no Switch) |
Game Mode | Competitive — Tournament Room |
Team Size | 6 players, 4 subs |
Lobby Settings | Lock Room: checked |
Game of Record (GOR) | The first of — an attack or ability lands on an enemy, line-of-sight is established between opposing players, or one minute of round time elapses. |
Tiebreaker | If the match is tied after the final scheduled game, play a Domination game 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 |
Game 3 | Convergence or Convoy — whichever was not played in Game 2 |
Game 4 (Championship only) | Domination — any Domination map not used in Game 1 |
Game 5 (Championship only) | Convoy — any Convoy map not used in Game 2 |
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 and 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.
Default Match Time: Tuesday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-3 (Bo3) games. Championship: Best-of-5 (Bo5) games. |
Game Format | First to 10 round wins per game |
Grade Levels | High School & Middle School |
Platform | PC, console (cross-platform) |
Team Size | 2 players, 1 sub |
Lobby Settings | Island Code: 3237-7822-8160 (Rapid Realistics 2v2 Speed) |
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 cannot 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 is 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 is not available; replays can be recorded via Settings → Game → Replays.
Default Match Time: Tuesday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-5 (Bo5) games. Championship: Best-of-7 (Bo7) games. |
Grade Levels | High School & Middle School |
Platform | Nintendo Switch |
Game Mode | Smash (Stock) |
Team Size | 1 player (solo), no subs |
Lobby Settings | Stock: 3 |
Game of Record (GOR) | The in-game countdown ends and the game states "GO." |
Tiebreaker | If a game reaches in-game Sudden Death it does not 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
This is a 1v1 match.
Stage Striking, Game 1 (Starter stages only): Home strikes 1 → Away strikes 2 → Home strikes 1 → the remaining stage is played.
Stage Striking, Game 2 Onward (Starter + Counterpick): the winner of the previous game strikes 2 → the loser picks from the rest, and may not pick a stage they have already won on.
Character Selection: Game 1 is a blind pick, so neither player sees the other's character before choosing. From Game 2 on, once the stage is chosen, the team that won the previous game announces their player's character first, and the loser picks second.
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 player 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 match. If they return in time, recreate the game with the same fighters, stage, and stock count — damage % is not reset — and continue.
Additional Rules
Mii Fighters: must use default costumes and a Guest Mii; the player must announce their move set (a 4-digit code, e.g. 1213) in Match Chat before the game.
Spectating: not available — Switch titles are excluded from in-game spectating due to latency.
Default Match Time: Thursday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-3 (Bo3) games. Championship: Best-of-5 (Bo5) 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 |
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.
Formerly Smash Ultimate Team Solos.
Default Match Time: Thursday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | All phases: best 2 of 3 sets (first to 2 set wins) |
Grade Levels | High School & Middle School |
Platform | Nintendo Switch |
Game Mode | Smash (Stock) |
Team Size | 3 players, 2 subs |
Lobby Settings | Stock: 3 |
Game of Record (GOR) | The in-game countdown ends and the game states "GO." |
Tiebreaker | If a game reaches in-game Sudden Death it does not 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. |
Crew Battle Format (King of the Hill)
A match is best 2 of 3 sets. Each set is a crew battle played as a series of 1v1 games. The loser of each game is out and the winner stays on. A set ends when every player on one team has lost all of their stocks, and the other team wins the set.
Each Set: every set starts fresh, with 3 players per team at full stocks. Before it starts, each team names the players who will compete, Home team first. The two opening players pick characters blind, then strike stages using the Game 1 rules below.
Carried Stocks: a player who stays on plays the next game with only the stocks they had left. Every game starts at 3 stocks, so at the start they run off the stage once for each stock they lost (won with 2 stocks left, run off once). Play begins when the in-game timer reaches 6:45, 15 seconds after GO, and the incoming player does not attack before then.
Reporting: report each set as one game on the League Platform, so a match score is 2-0 or 2-1.
Pick / Ban & Selection
Each game is one player vs. one player. The player who wins stays on for the next game, and the team that just lost sends in any of its remaining players.
Stage Striking, Game 1 (Starter stages only): Home strikes 1 → Away strikes 2 → Home strikes 1 → the remaining stage is played.
Stage Striking, Game 2 Onward (Starter + Counterpick): the winner of the previous game strikes 2 → the incoming player picks from the rest. A player returning from a win also gets a free strike to remove a stage they already won on.
Character Selection: Game 1 is a blind pick, so neither player sees the other's character before choosing. From Game 2 on, once the stage is chosen, the player who stayed on keeps the character they just played, and the incoming player picks second.
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 game. If they return in time, recreate the game with the same fighters, stage, and stock count — damage % is not reset — and continue.
Additional Rules
Mii Fighters: must use default costumes and a Guest Mii; the player must announce their move set (a 4-digit code, e.g. 1213) in Match Chat before the game.
Spectating: not available — Switch titles are excluded from in-game spectating due to latency.
Default Match Time: Thursday 3:45pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | All phases: a single game (Bo1), including the Championship. |
Grade Levels | High School |
Platform | PlayStation, Xbox, PC (cross-play ON) |
Team Size | 1 player (solo), no subs |
Lobby Settings | Skill: All-Madden |
Game of Record (GOR) | A player kicks off and the clock ticks for at least one second. |
Tiebreaker | A tied game goes to the game's own overtime rules. 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.
Players must compete to the best of their ability at all times and follow 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.
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.
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.
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.
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.
TEL 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.
Date | Version | Summary of Changes |
|---|---|---|
10/22/26 | 1.21 | VALORANT regular season and playoffs: the map veto is six alternating bans, Home team first, and the last remaining map is played (Section 4.1). Mario Kart 8 Deluxe: 4 races per game, down from 6 (Section 4.2). Overwatch 2: map selection follows the OWCS format. Map 1 is Control, picked by the higher-seeded team, then the loser of each map picks the next map, mode and starting side from a mode choice not yet played, with Hybrid and Flashpoint counting as one choice (Section 4.3). Applies from Week 6 (Monday 10/26) |
10/20/26 | 1.20 | Rescheduling (Section 3.5) describes the Reschedule section: Propose New Times, Review Times, and offers expire after 48 hours or when the last offered time starts. The Reschedule section only offers times that leave both teams able to join the next week's Check-In Queue, and Flag Admin covers a match with no Reschedule section or one past match check-in. The Check-In Queue link in Section 3.2 points at the new Tournament Formats Guide |
10/19/26 | 1.19 | 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 2.2, 3.2, 3.3 and 3.6.5) |
10/15/26 | 1.18 | VALORANT map pool updated to Abyss, Bind, Corrode, Haven, Lotus, Summit and Sunset |
10/15/26 | 1.17 | 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 3.5) |
10/13/26 | 1.16 | Check-In Queue now runs from Monday 12:00 AM CT of match week until 15 minutes before the title's default match time, and pairings are made automatically when it closes (Section 3.2). Applies from Week 5, and from Week 4 for Thursday titles |
10/7/26 | 1.15 | Under 13: Managed Members only (Section 1.4.1). The Home team is the team marked Home on the Match page (Section 3.6.2); a team may forfeit its own match with Forfeit Match (Section 3.6.5). |
10/5/26 | 1.14 | Overwatch 2: new heroes are banned for two weeks after release |
9/25/26 | 1.13 | Rescheduling (Section 3.5) and no-shows (Section 3.6.1) go through Flag Admin; Entry added to Definition of Terms; registration, queue and substitution wording uses Entry; solo titles carry no substitutes (Sections 3.7, 4.6 and 4.9) |
9/24/26 | 1.12 | Standings rank teams by rating; the tiebreakers order teams with the same rating. Rating added to Definition of Terms |
9/24/26 | 1.11 | Smash Ultimate Team Solos renamed Crew Battles; a match is best 2 of 3 sets in all phases (the Championship was Best-of-5 sets), and each set is now a King of the Hill crew battle that ends when one team has no players left, replacing sets of Best-of-3 games; a player who stays on runs off the stage once per stock lost, and play begins when the in-game timer reaches 6:45; each set is reported as one game |
9/24/26 | 1.10 | 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 3.9) |
9/23/26 | 1.9 | Wired connection strongly recommended for every title; a team whose connection makes matches unplayable may be placed on hold (new Section 3.12) |
9/23/26 | 1.8 | VALORANT: new agents and weapons are banned for two weeks after release |
9/21/26 | 1.7 | VALORANT map pool updated to Abyss, Ascent, Haven, Lotus, Split, Summit and Sunset |
9/17/26 | 1.6 | Check-In Queue now opens Thursday 12:00 AM CT; standings tiebreakers aligned with the League Platform: byes count as a match win, game score differential added for VALORANT, Rocket League, Madden NFL 26 and Fortnite: Zone Wars; in-game scores reported for those titles; Madden roster lock removed; registration close date stated |
9/11/26 | 1.5 | Smash Ultimate (Team Solos and Solos): from Game 2 on, the team that won the previous game announces their player's character first |
9/10/26 | 1.4 | Consistency improvements and links to guides |
8/27/26 | 1.3 | Game version specified: Madden NFL 26 |
8/25/26 | 1.2 | Match days realigned to the TexSEF schedule and all match times moved to 3:45pm CT; VALORANT changed to Bo1 regular season & playoffs, Bo3 Championship; Overwatch 2 (High School) added as a new title; Section 4 resequenced into match-day order |
8/24/26 | 1.1 | League name corrected to the TANCHES.GG Esports League (TEL); platform links updated to tel.rally.gg |
8/20/26 | 1.0 | Initial rulebook published |