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.
This rulebook is the official and comprehensive set of rules, policies, and procedures governing all League play for the USAEL Open for the Fall 2026 season. It brings general competition rules, game-specific rules, and player conduct expectations together into a single authoritative document.
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.
The USAEL Open is owned and operated by the US Academic Esports League (USAEL).
The League is hosted on the official USAEL Open 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.
A season has three phases — an optional Preseason, a 7-week Regular Season, and a 3-week Playoff. Registration is open through Regular Season Week 6 and closes Monday 11/2/26 at 12:00 PM ET / 9:00 AM PT, when the Week 7 Queue closes. Teams must be registered and queued by each Monday at 12:00 PM ET / 9:00 AM PT to be assigned a match that week.
Season Calendar
Phase | Dates |
|---|---|
Registration | Opens 8/3/26 |
Preseason (optional) | Week 1: 9/14/26 |
Coaches Meeting | Tuesday 9/15/26, 6:00pm ET / 3:00pm PT |
Regular Season | Week 1: 9/21/26 |
Playoffs & Championship | Playoffs Week 1: 11/16/26 |
The Coaches Meeting is not required, but is highly recommended. Listed regular-season dates are the Monday that starts each competition week; the queue opens the Thursday before.
The League is open to all USAEL schools that meet the grade criteria for each game competition (see Section 4: Game Rules). For team-based games, all players on a team must attend the same school or receive explicit approval to compete under a local community center or K–12 program.
For USAEL, Elementary School (ES) is grades K–5, Middle School (MS) is grades 6–8, and High School (HS) is grades 9–12. Students in younger grade bands may, at their coach's discretion, register in a higher grade band instead of their own — but may not participate in both.
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.
The full list of games for the Fall 2026 season and their grade criteria is below. Students may register for a grade division higher than their own, but not lower.
Game Title | Grade Divisions | Team Size |
|---|---|---|
Elementary & Middle School | 2v2 | |
Middle & High School | 5v5 | |
Middle & High School | 6v6 | |
Middle & High School | 4v4 | |
High School | Solos | |
Mario Kart 8 Deluxe (async time trials) | High School | Solos |
High School | 2v2 | |
All grade levels | Solos | |
Middle & High School | Solos | |
Middle & High School | Solos | |
Minecraft (async build challenge) | High School | Solos |
High School | Solos |
If a grade division does not have enough entrants to run a competitive league, it may be combined with an older division. If no older division exists, that division may be cancelled.
Term | Definition |
|---|---|
Game | A single instance of play that produces a result (for example, one Rocket League game or one Marvel Rivals map). |
Match | The full contest between two teams for the week, made up of one or more games/sets (for example, best-of-five games or best-of-five 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 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. |
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 | USAEL and partner staff who administer the League, resolve disputes, and make final rulings. Also referred to as Tournament Administrators or Tournament Organizers (TOs). |
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 Join Queue during the weekly queue, submit the times they can play that week, and are paired from the overlap (see Section 3.2). |
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. |
Before the regular season, teams may play an optional preseason match to test equipment, game connections, and the match-day flow. Preseason results are not recorded and do not affect standings.
A preseason match is 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.
Practice is not limited to the preseason week. The Scrims tab on any competition page lets teams schedule practice matches against other registered teams all season; see the Scrim Finder Guide.
The regular season runs for seven weeks. Each week, teams play up to one match in each competition they have joined the queue for. Teams in the queue that week are paired first on overlapping availability, then on similar record and rating. A default time is assigned from the mutual availability of the two teams, and teams may move it with Reschedule on the match page (Section 3.4). Where to set and submit availability: Availability Calendar Guide.
Qualification is determined by each team's place in the Regular Season standings: Section 2.4 for head-to-head titles, Sections 4.6 and 4.11 for Mario Kart Time Trials and Minecraft.
In most titles, the top 8 teams on the leaderboard are invited to the Championship Bracket, and placements 9–16 are invited to the Silver Bracket. Additional brackets and bracket size may scale with the number of participants; any changes are announced at the conclusion of the Regular Season.
In order to qualify for the Championship Bracket, teams must compete in a minimum of 5 weeks of matches. This rule does not apply to Minecraft. Teams may still qualify for consolation postseason brackets without the minimum qualifying matches (eg. Silver Bracket).
In head-to-head titles, 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.
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 (Rocket League and Fortnite: Elimination Race), 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 USAEL Open League Platform.
Create a team, invite students, 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 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.
Each week, teams confirm they intend to play by joining the Queue during the queue window, which runs from Thursday 12:00 AM PT / 3:00 AM ET to Monday 12:00 PM ET / 9:00 AM PT the week prior. The Queue is on the competition's Bracket tab: select Join, paint the times your team can play that week, and select Save and Join, once per team, per competition. The Availability Calendar Guide shows how to set this up so it takes a minute each week.
When the window closes on Monday, every team in the queue is paired first on overlapping availability, then on similar record and rating, and a match time is assigned from the hours both teams offered. Match assignments are posted on the League Platform and sent to each coach's platform inbox.
A team that does not join the Queue is not assigned a match for that week. Where the button is and what happens next: Tournament Formats Guide, Weekly Queue with Availability. Disputes and unresponsive opponents go to a League Official through the Flag Admin button on the Match page.
A team receives a bye when it is left unpaired once the window closes, because the Queue has an odd number of teams or no other team in the Queue has availability that overlaps with its own. 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. A team that receives a bye should offer more availability the following week, which makes a pairing far more likely. League Officials may also assign byes when scheduling requires it.
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. If the match has no Reschedule section, or it 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.
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 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. 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 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.
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.
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 Rocket League and Fortnite: Elimination Race, enter each team's in-game score for every game (goals or eliminations), 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. 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/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.
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.
Production teams, or team members not actively playing (a coach or substitute), may join the lobby as a spectator only if both teams agree in Match Chat before the match.
A player competing in a match may stream their own point of view without the agreement of both teams. This exception applies only to a player actively playing in that match.
Coaches may not provide input during active gameplay that would give their players advantageous information. Coaching should be limited to between individual games.
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 weekly queue with availability, being present in Match Chat at least 15 minutes before the assigned match time, coordinating lobbies, substitutions and pauses with the opposing coach, coaching only between games (per Section 3.9: Active Coaching), and making sure results are reported and verified within the 24-hour review window. Every player links the game account the competition requires before match day; the Game Handles Guide covers linking accounts, including entering handles for Managed Members.
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.
Each title below lists its match format, platform, team size, lobby settings, Game of Record and tiebreaker in one table, followed by selection, disconnection handling, and title-specific rules.
USAEL Open does not use a fixed weekly match day per title. Match times are assigned from the two teams' submitted availability (see Section 2.2).
Rules Overview
Title | Grades | Scheduling | Format (Regular / Playoffs) | Team Size |
|---|---|---|---|---|
ES & MS | By availability | Bo5 / Bo7 | 2 + 1 sub | |
MS & HS | By availability | Ft2 / Ft3 | 5 + 3 subs | |
MS & HS | By availability | Ft2 / Ft3 | 6 + 4 subs | |
MS & HS | By availability | Bo5 / Bo7 finals | 4 + 2 subs | |
HS - ES & MS | By availability | Bo3 / Bo5 | 1 player | |
HS - ES & MS | Asynchronous | Time trials, 2 attempts | 1 player | |
HS - MS | By availability | Bo3 | 2 + 1 sub | |
All levels | By availability | Bo3 | 1 player | |
MS & HS | By availability | Bo3 / Bo5 | 1 player | |
MS & HS | By availability | Bo3 | 1 player | |
HS - ES & MS | Asynchronous | Judged build score | 1 player | |
HS - ES & MS | By availability | Bo3 | 1 player |
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: Best-of-5 (Bo5) |
Grade Levels | Elementary & Middle School |
Platform | PC, Xbox, PlayStation, Switch (cross-platform) |
Game Mode | Soccar |
Team Size | 2 players, 1 sub |
Lobby Settings | Arena: Random |
Game of Record (GOR) | The in-game countdown timer ends and the game states "GO." |
Tiebreaker | Each game tied at time expiry goes to overtime; the first goal (golden goal) wins the game. |
Disconnections
Play continues through a disconnect. 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 will proceed 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.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: First-to-2 (Ft2) |
Grade Levels | Middle & High School |
Platform | PC, Xbox, PlayStation, Nintendo Switch (cross-platform) |
Game Mode | Custom |
Team Size | 5 players, 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 | If a game ties, proceed to the next game. The loser of the previous non-tied game determines the next map. |
Map Selection
Game 1 is Control, with exact map determined by the Home team (the team on the left of the Match page).
For every game after, the loser picks the map and, where applicable, the winner picks the side.
All maps and standard play modes are allowed.
Heroes: all heroes are allowed except a new hero, which is banned in league play for two weeks after its release.
Disconnections
Play continues through a disconnect. 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 will proceed to the next game with the players present. If a full team disconnects, they have 5 minutes to return or forfeit that game.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: First-to-2 (Ft2) |
Grade Levels | Middle & High School |
Platform | PC, Xbox, PlayStation (cross-platform) |
Game Mode | Competitive |
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 a game draws, proceed to the next game. The result of the previous non-tied game determines the next map. |
Map Selection
Game 1 is Domination, with exact map selected by the Home team (the team on the left of the Match page).
For every game after, the loser picks the map and, where applicable, the winner picks the side.
All maps and standard play modes are allowed.
Heroes: in the regular season, all heroes are allowed. For playoffs matches, teams enable pick and ban phases using the Competitive game mode.
Disconnections
Play continues through a disconnect. 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 will proceed 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
Profile Privacy: competing players set Career Profile - Overview Visibility to Everyone so opponents can verify identity.
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.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season & Playoffs: Best-of-5 (Bo5) games |
Grade Levels | Middle & High School |
Platform | Nintendo Switch |
Team Size | 4 players, 2 subs |
Lobby Settings | Recon: OFF |
Game of Record (GOR) | When players are launched onto the stage. |
Available Modes |
|
Available Maps |
|
Map & Mode Selection
For Game 1, the Home team (on the left of the Match page) selects the first game mode, then the Away team selects the first map.
For each game after, the winning team selects the next game mode, then the losing team selects the map.
Teams cannot select a map or mode they have already won during the match.
Example: Team A wins Rainmaker on MakoMart in Game 1. Team A may not select Rainmaker or MakoMart for the remainder of the match. Team B may still select any mode or map, including Rainmaker and MakoMart.
Disconnections
Each team may replay one game per match due to an unintentional disconnection, provided every condition below is met. The current game is then cancelled and not counted, both teams replay the same map and mode combination, and the replayed result is final.
The team has not already used its one game replay during the match.
All players on the team with the disconnect immediately stop playing and force-end the game.
The player disconnected within the first minute of the match timer.
Neither team has a remaining score lower than 50 (that is, scored more than 50 points).
To force the game to end, hold ZL, ZR, L, R, left stick and right stick for 3 seconds.
If the conditions are not met the game must continue. A team that ends a game without meeting them receives the game loss. If a host disconnect occurs and the hosting team does not qualify for a replay, the hosting team forfeits that game and the match continues — a host change is strongly recommended.
Additional Rules
Splattercolor Screen: either team may ban weapons with the Splattercolor Screen special for the whole match by stating so in Match Chat before all players join the lobby. If a Splattercolor Screen weapon is selected in a match where it is banned, the match should be cancelled on start and restarted. This rule exists for accessibility reasons; abusing it (for example, strategic banning) is strictly forbidden and subject to forfeits and disqualification.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: Best-of-3 (Bo3) |
Grade Levels | High School - Elementary & Middle School |
Platform | Nintendo Switch |
Game Mode | Arena Battles |
Team Size | 1 player |
Lobby Settings | Match Type: All Skills |
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. |
Map Selection
Stage Striking, Game 1 (Starter stages only):
Home player strikes 1 map
Away player strikes 2 maps
Home player strikes 1 map
The remaining stage is played.
Stage Counterpicking, Game 2 Onward (Starter + Counterpick): the loser of the previous game selects the next map. Players may not select a map they have already won on during the match.
Starter Stages | Counterpick Stages |
|---|---|
Battlefield | Final Destination |
Small Battlefield | Kalos Pokémon League |
Pokémon Stadium 2 | Yoshi's Story |
Smashville | — |
Town and City | — |
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.
Disconnections
If a player disconnects, the still-connected player should reset the lobby. The disconnected player must rejoin within 5 minutes or forfeit the affected game. If they return in time, recreate the game with the same fighters, stage and stock count — damage % for both players begins from 0% — and continue.
Each player receives one disconnect replay per match; after that, subsequent disconnects result in a game loss. A player unable to rejoin within 10 minutes forfeits the remainder of the match.
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.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Time trials |
Game Format | 2 attempts per week |
Grade Levels | High School - Elementary & Middle School |
Platform | Nintendo Switch |
Team Size | 1 player, 0 subs |
Lobby Settings | Race Speed: 150cc |
Game of Record (GOR) | Not applicable — this is an asynchronous time trial. |
Tiebreaker | Tied times share a placement and its points (see Scoring). |
Weekly Racetracks
Week | Track |
|---|---|
Preseason | N64 Yoshi Valley |
Week 1 | Mario Kart Stadium |
Week 2 | Sunshine Airport |
Week 3 | N64 Royal Raceway |
Week 4 | Ice Ice Outpost |
Week 5 | Big Blue |
Week 6 | DS Tick-Tock Clock |
Week 7 | Wild Woods |
Playoffs Week 1 | Mute City |
Playoffs Week 2 | 3DS Neo Bowser City |
Championship | Rainbow Road |
Scoring
Each week is a round on the competition's Bracket tab. Players who submit a time are ranked fastest to slowest and earn points for their placement. Tied times share a placement and its points. A player's season total is the sum of their points from every round, and a round with no submission scores 0. Standings for an open round are provisional and do not count toward the season total until the round closes on Friday.
Place | Points |
|---|---|
1st | 40 |
2nd | 36 |
3rd | 33 |
4th | 31 |
5th | 30 |
6th to 23rd | 29 for 6th, then 1 fewer per place, down to 12 for 23rd |
24th | 11 |
25th and below | 10 |
Playoff Qualification
With more than 24 players the Championship Bracket is 16 players; with fewer than 24 it is 8 players. Going into playoffs the leaderboard resets and players receive a bonus relative to their regular-season rank: 1st 10 points, 2nd 8, 3rd 6, 4th 4, 5th–6th 3, 7th–8th 2, 9th–12th 1, 13th–16th 0. These totals apply regardless of bracket size.
Each week of the playoffs all players may continue completing time trials on schedule. The three-week playoff is a cumulative leaderboard, and the top scorer after three weeks is declared champion.
Additional Rules
Submitting: on the competition's Bracket tab, select Submit Score for your player, enter your time, and upload a screenshot of the final time screen. Submissions are accepted from Monday 12:00pm ET until Friday 6:00pm ET / 3:00pm PT of that week.
Attempts: each student may submit 2 official attempts per week, supervised by a parent or coach. The faster of the two counts.
Corrections: a submission can be edited for 10 minutes after it is posted. After that, contact a League Official through Get Help.
Video Proof: during the Playoffs, a coach or parent must submit a video of the official attempt.
Fortnite is scheduled by availability like every other synchronous title (see Section 3.2).
Format & Settings
Setting | Detail |
|---|---|
Match Format | Best-of-3 (Bo3) games |
Game Format | Elimination Race — both teams ready up in the same 4-man squad; each match consists of up to 3 Battle Royale games; the duo with the most combined eliminations after each lobby wins that game. |
Grade Levels | High School - Middle School |
Platform | PC, Xbox, PlayStation, Nintendo Switch (cross-platform) |
Team Size | 2 players, 1 sub |
Lobby Settings | Battle Royale: Squads |
Game of Record (GOR) | The first of — all 4 players touch the ground, a player in the squad earns an elimination, or a player in the squad gets knocked. |
Tiebreaker | If both duos have the same number of eliminations, the first of these that applies decides the game: (1) the squad wins the Victory Royale and one duo has more players still alive at the end; (2) one duo reached 2 eliminations first; (3) one duo survived longer, meaning its last player was eliminated after the other duo's last player. If none of these separates the duos, replay the game. Report a game decided this way with the winner one elimination ahead (for example, 1-0 for a 0-0 game). |
Drop Rules
Teams must drop on a different location, and no interaction between duos is allowed.
If the Home team has a preferred drop site, it may claim priority by declaring it in Match Chat. The Away team may then state its preferred site before the game begins.
In subsequent games, the team that lost the previous game gets first claim on its next drop site. Claims must be made before the next game begins to be honored.
If teams must occupy the same space, no griefing of the other team is allowed, including but not limited to throwing Shield Breakers or Shockwave Grenades solely to damage or displace opponents, breaking the opposing duo's structures to hinder them, or forcing the opposing duo into the storm.
No Rebooting
If your opponent reboots a teammate using a reboot van, the other team is entitled to the game win. That team must inform their opponents in Match Chat before the game concludes; if the match is played to conclusion with no acknowledgement, the result stands.
Sprites
Teams may not equip any Sprites before entering a game, including games after a Victory Royale where Sprites remain equipped. Players should ensure that they unequip any sprites prior to each game. A player who enters a game with a Sprite already equipped must drop it on landing, and nobody in the match may pick it up again — failure to comply results in an automatic game loss. Sprites found in the wild, in chests, or dropped by eliminated players are fair use.
Current season: Some sprites found in the wild supply buffs that affect the whole team. These are allowed to be picked up and are not considered interference.
Disconnections
If a player disconnects before GOR is established, all players return to the lobby, await the disconnecting player, and restart in a new lobby. That player has 5 minutes to rejoin before the match progresses without them. If GOR has been established, the game resumes until completion.
Additional Rules
Voice Chat: turn off in-game voice chat before pairing with opponents; coordinate through Match Chat.
Control Settings: players may use mouse & keyboard or controllers.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Best-of-3 (Bo3) games |
Game Format | Double Battle |
Grade Levels | All grade levels |
Platform | Nintendo Switch, mobile |
Team Size | 1 player (solo) |
Lobby Settings | Regulation Set: M-C |
Game of Record (GOR) | Both players throw out their first 2 Pokémon. |
Tiebreaker | Standings ties use Section 2.4. |
Team Selection
Players select a team of 6 Pokémon for the match, visible to the opponent. For each game, players select 4 of those Pokémon to play. The 4 may change from game to game, but the collection of 6 may not change for the entire match.
Disconnections
If a player disconnects, the game continues and the result stands; the disconnected player may attempt to rejoin. A player who has not rejoined within 5 minutes of the current game's conclusion forfeits the remainder of the match.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: Best-of-3 (Bo3) |
Grade Levels | Middle & High School |
Platform | PC, Xbox, PlayStation, Switch, mobile (cross-platform) |
Team Size | 1 player (solo) |
Lobby Settings | Tournament 1v1, with: |
Game of Record (GOR) | The word "Brawl" appears on screen following the countdown. |
Map Selection
Tournament Striking. On the first game of the match, the player selected by the game strikes all but three maps from the in-game pool; the other player then chooses from the remaining three by striking two of them. For subsequent games, the loser strikes all but three maps and the winner strikes two more to select the next game's map.
Disconnections
If a player disconnects, the game continues with bots in that player's place and the result stands; the player may attempt to rejoin mid-game. A player unable to rejoin within 10 minutes of the current game's conclusion forfeits the remainder of the match.
Additional Rules
Account Standing: a player's Brawlhalla account must be in good standing to play. Attempts to multi-account or circumvent Brawlhalla's account system may be subject to forfeits and disqualification.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Best-of-3 (Bo3) |
Grade Levels | Middle & High School |
Platform | PC, Xbox, PlayStation, Nintendo Switch (cross-platform) |
Game Mode | Friend Match |
Team Size | 1 player (solo) |
Game Format | Zone Battle — Win Count: 2, Rule Template: Standard |
Game of Record (GOR) | The timer reads 10 seconds into the game. |
Mode Selection
Game 1 is played in Zone Battle. Modes for subsequent games are selected by the loser of the previous game.
Disconnections
If a player disconnects before GOR is established, the game may be reset. Otherwise the game is played out and the result stands.
Additional Rules
Lobby Setup: players labeled Home Team are responsible for setting up each Friend Match unless otherwise agreed. If a Friend Match is set up incorrectly and this is noticed before the game concludes, notify the opponent in chat, close the game and restart with the correct settings. If a game is completed, the result stands. Failure to make the correct adjustments results in a game loss.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Asynchronous — judged build score |
Grade Levels | High School - Elementary & Middle School |
Platform | PC — Education, Java, or Bedrock |
Team Size | 1 player (solo) |
Game of Record (GOR) | Not applicable — this is an asynchronous build challenge. |
Tiebreaker | Builds with the same rubric total share a placement and its points. For playoff qualification, season ties are broken by the highest single-round rubric total, then the number of times that total was reached, then the earliest submission time on the most recent round where it was reached. |
Build Schedule
The regular season has three build rounds, each three weeks long. A round opens Monday at 12:00pm ET and submissions are due Friday 6:00pm ET / 3:00pm PT of its final week.
Round | Dates | Theme |
|---|---|---|
Round 1 | 9/21 to 10/9 | Treehouse |
Round 2 | 10/12 to 10/30 | Parkour Course |
Round 3 | 11/2 to 11/20 | Cave Hideout |
Championship | 11/30 to 12/11 | Island Retreat |
Build Submission
Each student submits one build per round. On the competition's Bracket tab, select Submit Score and paste a link to a shared folder holding up to 5 photos of the build. Leave the Judge score field blank. Make sure the folder is shared so anyone with the link can view it; a link judges cannot open scores 0.
Rubric
Each submission is scored by a panel of USAEL judges against the rubric below. Judges enter each build's rubric total, out of 100, after the round closes. Builds are ranked by that total and earn placement points on the same scale as Mario Kart Time Trials (Section 4.6). A student's season total is the sum of their points from every round. Until judging is complete, a closed round's placements are not final.
Criterion | Points | Scoring Bands |
|---|---|---|
Theme / Prompt Adherence — how well the build connects to that week's theme | 20 | 16–20: a clear, thoughtful expression of the theme |
Functionality / Technical Execution — for functional themes, does it work? For aesthetic themes, is it well built and structurally sound? | 25 | 21–25: works beautifully, very well built |
Creativity / Originality | 20 | 16–20: a distinctive, memorable idea |
Detail & Polish | 15 | 12–15: detailed and cohesive throughout |
Difficulty / Ambition | 10 | 9–10: a genuinely ambitious attempt |
Rule Compliance & Submission Quality | 10 | 9–10: clear, complete and fully within the rules |
Playoff Qualification & Format
A student's cumulative score is the primary qualifier for playoff qualification. Top players will be invited to the final playoff build, where the best final build will be declared the champion.
Format & Settings
Setting | Detail |
|---|---|
Match Format | Best-of-3 (Bo3) games |
Grade Levels | High School - Elementary & Middle School |
Platform | Chess.com (PC, mobile) |
Game Mode | Rapid Chess |
Team Size | 1 player (solo) |
Lobby Settings | Game Length: 10 minutes |
Game of Record (GOR) | The first move of the game is made. |
Tiebreaker | Standings ties use Section 2.4. |
Color Selection: the Home team plays White in Game 1; colors alternate each game thereafter. A drawn game counts as a half point to each player. If a match is level after the final game, play one additional game at the same time control; if that draws, the player with White in the deciding game loses the tiebreak.
Additional Rules
Playoffs Proctoring: once the Playoffs stage is reached, all matches must be proctored by a parent or teacher.
Account Standing: to be eligible for play, each player's Chess.com account must be in good standing.
We have made the decision to postpone the Overcooked competition to Spring 2027 and pivot the format to be a live 2v2 cook-off. Overcooked: All You Can Eat will be the required version of the game in order to support cross-play across all platforms.
Thank you for your interest in Overcooked esports and we'll see you in Spring 2027!
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.
The rules in this rulebook are designed to ensure fair play, integrity, and a positive experience for all participants. They are not merely a checklist to be followed — they embody the spirit of competition, sportsmanship, and respect for all participants and the event as a whole. 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 and cannot be appealed.
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.
USAEL 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 | 1.16 | Registration stays open until Monday 11/2/26 at 12:00 PM ET / 9:00 AM PT, when the Week 7 Queue closes (was Sunday 10/18/26) (Section 1.3) |
10/22/26 | 1.15 | Fortnite: Elimination Race tiebreaker clarified: a Victory Royale with more players alive, then first to 2 eliminations, then the duo that survived longer decides a tied game, with a replay if none applies. A game decided this way is reported with the winner one elimination ahead (Section 4.7) |
10/22/26 | 1.14 | Under 13: Managed Members only (Section 1.4.1). Definition of Terms: Entry added, Bye and Rating definitions updated to match Sections 2.4 and 3.3. The weekly Queue opens Thursday 12:00 AM PT / 3:00 AM ET, and the check-in window is now the queue window (Sections 1.5, 3.1 and 3.2). The Home team is the team marked Home on the Match page (Section 3.5.2); a team may forfeit its own match with Forfeit Match (Section 3.5.5). Rules Overview substitute counts corrected for Overwatch 2 (3) and Marvel Rivals (4). Mario Kart Time Trials ties share a placement (Section 4.6) |
10/20/26 | 1.13 | Match Rescheduling (Section 3.4) describes the Reschedule section: Propose New Times, Review Times, offers expire after 48 hours, and offered times leave both teams able to join one of the next week's queues. Match Week Guide links renamed; the Queue link points at the new Tournament Formats Guide |
10/19/26 | 1.12 | 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 goes only to a team left unpaired when the Queue closes (Sections 3.3 and 3.5.5) |
10/15/26 | 1.11 | 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 (Sections 2.2 and 3.4) |
10/5/26 | 1.10 | Overwatch 2: new heroes are banned for two weeks after release (Section 4.2) |
9/25/26 | 1.9 | No-shows go through Flag Admin (Section 3.5.1); registration and roster wording uses Entry; the queue button is named by its place on the Bracket tab |
9/24/26 | 1.8 | Head-to-head standings rank teams by rating; the tiebreakers order teams with the same rating. Playoff qualification follows the standings (Section 2.3). Rating added to Definition of Terms |
9/22/26 | 1.7 | Overcooked competition postponed to Spring 2027, minor adjustments to the point ranges in Minecraft Build Challenge rubric, Minecraft Build Challenge schedule and playoff format adjusted, combined Elementary & Middle School divisions in Mario Kart 8 Deluxe and Minecraft competitions, Updated Overwatch & Marvel Rivals to say "First-to" instead of "Best-of" due to the potential for ties in certain game modes. |
9/17/26 | 1.6 | Check-In Queue now opens Thursday 12:00 AM ET; registration closes at the end of Regular Season Week 4 (10/18/26); standings tiebreakers aligned with the League Platform: byes count as a match win, game score differential added for Rocket League and Fortnite: Elimination Race; in-game scores reported for those titles. |
9/15/26 | 1.5 | Added minimum qualifying matches threshold for Championship Bracket. |
9/10/26 | 1.4 | Consistency improvements and links to guides. Fortnite moved to the standard check-in queue. |
9/9/26 | 1.3 | Corrected available platforms for multiple titles, removed and clarified contradictory language in Marvel Rivals & Fortnite rules, tiebreaker rules corrected for Fortnite & Overcooked 2 |
9/4/26 | 1.2 | Removed section that mentioned default times for titles. All synchronous games will use dynamic scheduling to assign a default match time. |
8/14/26 | 1.1 | Tiebreaker and match process cleanup |
8/5/26 | 1.0 | Initial rulebook published |