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.
This rulebook is the official and comprehensive set of rules, policies, and procedures governing all League play for the Texas Association of Private and Parochial Schools (TAPPS), 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.
The TAPPS Esports League is a scholastic esports league operated by the Texas Association of Private and Parochial Schools (TAPPS) in partnership with USAEL & Rally Cry.
The League is hosted on the official TAPPS 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.
TAPPS runs a Fall season from September through December. A season has four phases — an optional Preseason, an 8-week Regular Season, Playoffs, and Finals. 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 8/17/26 |
Preseason (optional) | Preseason Week: 9/14/26 |
Coaches meeting | To be determined |
Regular season | Week 1: 9/21/26 |
Playoffs & championship | Playoffs Week 1: 11/16/26 |
Late enrollment is available until the end of Regular Season Week 2; registration closes Sunday 10/4/26 at 11:59pm CT. All dates and times are Central Time.
The League is available to all TAPPS member schools that meet the grade criteria for each game competition (see Section 4: Game Rules) and have completed the TAPPS registration process. For team-based games, all players on a team must attend the same school unless TAPPS leadership grants a multi-school exception.
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 Super Smash Bros. Ultimate game). |
Set | A group of games played between the same players/teams to decide a winner (for example, best-of-three games). 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 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 2.5: 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 | TAPPS 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. |
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). |
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 4.1). |
Before the regular season, teams may play up to one week of optional preseason matches 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 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 2.5: Tiebreakers.
After the regular season, qualifying teams enter a single-elimination playoffs bracket. Bracket size scales with the number of eligible teams in each competition, with a minimum of four teams.
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 Finals are contested by the top two teams remaining in each competition's playoff bracket. The finals format for each title matches its playoff format 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 (Rocket League), 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 TAPPS 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 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.
Each week, teams confirm they intend to play by joining the Queue during the queue window, which runs from Thursday 12:00 AM CT to Monday 12:00 PM CT (the week 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 receives a bye (see Section 3.3: Byes). 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. Where the button is and what happens next: Match Week Guide, Weekly Queue.
If a team joins the 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 2.5: 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 one of the next week's queues. 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 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, enter each team's goals for every game, not just the winner; those scores feed the Game Score Differential tiebreaker in Section 2.5. 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 TAPPS 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 2.5. 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. Solo titles (one player) carry no substitutes.
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), joining the weekly queue, 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 play, including Super Smash Bros. Ultimate and Rocket League on Switch, 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.
Rules Overview
Title | Grades | Match Day | Format | Team Size |
|---|---|---|---|---|
HS | Tue 4:00pm CT | Bo5 sets of Bo3 | 3 + 2 subs | |
HS | Wed 4:00pm CT | Bo3 / Bo5 playoffs | 3 + 2 subs | |
HS | Thu 4:00pm CT | Bo3 / Bo5 playoffs | 1 player |
Default Match Time: Tuesday 4:00pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Best-of-5 (Bo5) sets; each set is Best-of-3 (Bo3) games |
Grade Levels | High School |
Platform | Nintendo Switch |
Game Mode | Smash (Stock) |
Team Size | 3 players (Team Solos), 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 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 3.7: 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
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.
Spectating: not available — Switch titles are excluded from in-game spectating due to latency.
Default Match Time: Wednesday 4:00pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: Best-of-3 (Bo3) games |
Grade Levels | High 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.
Default Match Time: Thursday 4:00pm CT
Format & Settings
Setting | Detail |
|---|---|
Match Format | Regular Season: Best-of-3 (Bo3) games |
Grade Levels | High 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 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
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. A player may not counter-pick a stage they have already won on in that match.
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.
Stage lists are the same as Section 4.1. 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 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.
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.
TAPPS 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 |
|---|---|---|
10/20/26 | 1.15 | 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 one of the next week's queues, and Flag Admin covers a match with no Reschedule section or one past match check-in |
10/19/26 | 1.14 | 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, 3.3 and 3.6.5) |
10/15/26 | 1.13 | 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) |
10/7/26 | 1.12 | 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 4.1). 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). |
9/27/26 | 1.11 | Queue names: the Check-In Queue is now the Queue, shown on the calendar as Week N Queue. Wording only; no rule changes. |
9/25/26 | 1.10 | 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 |
9/25/26 | 1.9 | 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 | 1.8 | Standings rank teams by rating; the tiebreakers order teams with the same rating. Rating added to Definition of Terms |
9/24/26 | 1.7 | Streams and broadcasts need both coaches to agree in Match Chat before the match (Section 3.9) |
9/23/26 | 1.6 | Wired connection strongly recommended for every title; a team whose connection makes matches unplayable may be placed on hold (new Section 3.12) |
9/17/26 | 1.5 | 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 Rocket League; Rocket League goals reported per game; registration close date stated |
9/11/26 | 1.4 | 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 | 1.3 | Solo titles carry no subs |
9/10/26 | 1.2 | Consistency improvements and links to guides |
8/21/26 | 1.1 | Moved default match days: Smash Team Solos to Tuesday, Rocket League to Wednesday, Smash Solos to Thursday |
8/12/26 | 1.0 | Initial rulebook published |