TexSEF Competition Rulebook

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

New to the platform? The Match Week Guide walks through one week from 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.

Introduction

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

1. League Overview

1.1 League Operator

The TexSEF Esports League is a scholastic esports league operated by the Texas Scholastic Esports Federation in partnership with Rally Cry.

1.2 League Platform

The League is hosted on the TexSEF Esports 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.

1.3 League Schedule

A season has four phases — an optional Preseason, a 9-week Regular Season, Playoffs, and a Championship. Each game title is played on a set day and time each week (see Section 3.3: Match Schedule and Section 4: Game Rules), and the full calendar is published before the season begins.

Fall Season Calendar

Phase

Dates

Fall registration

Registration opens 8/10/26

Coaches meeting

8/11/26, 6:00pm CT

Fall Scrim Finder Practice (optional)

Week of 9/7/26

Fall Preseason Practice (optional)

Week of 9/14/26

Fall regular season

Week 1: 9/21/26
Week 2: 9/28/26
Week 3: 10/5/26
Week 4: 10/12/26
Week 5: 10/19/26
Week 6: 10/26/26
Week 7: 11/2/26
Week 8: 11/9/26
Week 9: 11/16/26

Fall playoffs & championship

Playoffs Week 1: 11/30/26
Playoffs Week 2: 12/7/26
Championship Week: 12/14/26

Spring Season Calendar

Phase

Dates

Spring registration

Registration opens 12/28/26

Spring preseason (optional)

1/18/27

Spring regular season

Week 1: 1/25/27
Week 2: 2/1/27
Week 3: 2/8/27
Week 4: 2/15/27
Week 5: 2/22/27
Week 6: 3/1/27
Week 7: 3/8/27
Week 8: 3/15/27
Week 9: 3/22/27

Spring playoffs & championship

Playoffs Week 1: 3/29/27
Playoffs Week 2: 4/5/27
Championship Week: 4/12/27

Varsity registration closed Friday 9/18/26 at 11:59pm CT. Junior Varsity and Middle School registration is extended through the end of Regular Season Week 8; it closes Sunday 11/15/26 at 11:59pm CT, as Regular Season Week 9 begins. FGC registration closed Sunday 10/4/26 at 11:59pm CT. Seasonal titles use rolling registration. All match times are Central Time.

1.4 League Eligibility

The League is open to all TexSEF 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.

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.

1.4.1 Varsity & Junior Varsity

Each school may enroll only two teams per Varsity game title, except Fortnite: Zone Wars, where a school may enroll up to four Varsity teams. In events where students compete individually, teams may freely enroll in either the Varsity or Junior Varsity competitions. There are no restrictions on teams fielded for Junior Varsity and Middle School competitions.

Seasonal Titles. A Seasonal competition is a title offered for a single season in one High School division, with no Varsity or Junior Varsity split. Varsity and Junior Varsity schools compete together, there is no limit on teams per school, and matches are made through the Match Day Queue with a single queue window (see Section 3.2). NBA 2K27 is the Fall 2026 Seasonal title.

1.4.2 Students Under 13

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

1.5 Definition of Terms

Term

Definition

Game

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

Set

A group of games played between the same players/teams to decide a winner (for example, best-of-three 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 has no assigned opponent. A bye does not count against playoff eligibility. In a queue competition, 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).

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

TexSEF and partner 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.

Match Day Queue

The queue on a competition's Bracket tab that Junior Varsity, Middle School and Seasonal teams join (the queue button at the top of that tab) shortly before a title's default match time to be paired for that day'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.

2. League Format

2.1 Preseason (Optional)

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

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

Week 2: Preseason Practice (week of 9/14/26). The full match-day flow runs exactly as it will in the regular season. Varsity and FGC teams are assigned an opponent for the week; Junior Varsity, Middle School and Seasonal teams join the Match Day Queue at their title's queue time. Both play at the default match time and report the result.

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

All players on a team must maintain UIL eligibility during the regular, playoff and final phases of the season. Teams found not in compliance may have rankings and results removed from official standings.

2.2 Regular Season

The regular season runs for nine weeks. Each week, teams play up to one match in each competition they have entered. Each title has a fixed default match day and time (see Section 4: Game Rules). In competitions that pair teams through a queue, 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. Varsity competitions, which play within a season-long group, rank teams by win-loss record. In both, teams still tied are ordered by the tiebreakers in Section 2.5: Tiebreakers.

2.3 Playoffs

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.

2.4 Finals

The Finals are contested by the top two teams remaining in each competition's playoff bracket. The finals format for each title is listed in Section 4: Game Rules.

2.5 Tiebreakers

If two or more teams are tied in the standings (the same rating in a queue competition, the same win-loss record in Varsity), they are ranked by the steps below, in order. Any teams still tied after a step move to the next step.

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

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

  3. Game Score Differential — for titles that report in-game scores (VALORANT, Rocket League, Madden NFL 27, NBA 2K27 and Fortnite: Zone Wars), total score for minus total score against across every game played. Titles that report only a winner skip this step.

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

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

3. League Rules

3.1 Registration Process

To be eligible to play, every coach must:

  1. Create an account on the TexSEF League Platform.

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

  3. Follow the instructions for 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.

3.2 Match Assignment

3.2.1 Varsity Matches

Teams in Varsity competitions are assigned a group for the entire season at the start of the season, and are assigned an opponent at the start of each week. Varsity matches have a default time of 5:00pm CT on the title's match day (see Section 3.3), and are pre-scheduled rather than queued. Teams may reschedule (see Section 3.6) each week, but matches must be completed and recorded before the end of the week. A Varsity match that is not played and recorded by the end of the week is recorded as a forfeit for the team responsible. Match assignments are posted on the League Platform and sent to each coach's platform inbox.

3.2.2 FGC Matches

FGC teams join the Check-In Queue on the competition's Bracket tab between Thursday 12:00 AM CT and Tuesday 12:00 PM CT; when the window closes, the teams in the queue are paired for that week, and a team left without an opponent (an odd number of teams, or no valid opponent) receives a bye. FGC match times are all on Thursdays, starting at 5:30pm CT — see Section 3.3: Match Schedule for details.

3.2.3 Junior Varsity, Middle School & Seasonal Matches (Queue System)

Junior Varsity, Middle School and Seasonal competitions use the Match Day Queue. On each title's match day, 15 minutes before the default match time, teams join the Match Day Queue with the queue button at the top of the competition's Bracket tab, which pairs them with another queued team and assigns the match immediately. Teams may only play one match per week. A team that does not join is not assigned a match for that week.

JV and MS titles offer two queue windows each match day (see Section 3.3). Seasonal titles offer a single window: the queue opens at 4:45pm CT and pairs teams for a 5:00pm CT match.

Where the button is and what happens next: Tournament Formats Guide, Late Queues and Match-Day Queues.

3.3 Match Schedule

Day

Game Title

Varsity & FGC Match (CT)

JV/MS/Seasonal Queue (CT)

JV/MS/Seasonal Match (CT)

Monday

Mario Kart 8 Deluxe
Overwatch 2
VALORANT

5:00 PM

3:45 PM or
4:45 PM

4:00 PM or
5:00 PM

Monday & Friday (iRacing)

iRacing

Lobby opens 5:20 PM
Race about 5:50 PM

—

—

Monday (Seasonal)

NBA 2K27

—

4:45 PM

5:00 PM

Tuesday

Fortnite: Zone Wars
Splatoon 3
Smash Ultimate Solos
Marvel Rivals

5:00 PM

3:45 PM or
4:45 PM

4:00 PM or
5:00 PM

Thursday

Apex Legends
Madden NFL 27
Rocket League
Smash Ultimate Crew Battles
Street Fighter 6

5:00 PM

3:45 PM or
4:45 PM

4:00 PM or
5:00 PM

Thursday (FGC)

Tekken 8

5:30 PM

—

—

Thursday (FGC)

Marvel Tokon: Fighting Souls

5:45 PM

—

—

Thursday (FGC)

2XKO

6:00 PM

—

—

Thursday (FGC)

Guilty Gear Strive

6:15 PM

—

—

Varsity matches default to 5:00pm CT on the title's match day. Junior Varsity and Middle School matches are made through the Match Day Queue (see Section 3.2: Match Assignment), so a team plays whichever of the two windows it queues for. Seasonal titles have a single 4:45 PM queue for a 5:00 PM match.

3.4 Byes (Junior Varsity, Middle School & Seasonal)

If the Match Day Queue cannot find an opponent within its window, the team receives a bye for the week; to receive it, a team must remain in the queue for the full window. 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.

3.5 Holidays

If school is not in session on a scheduled match day due to a state-wide holiday or similar closure, that title's default match time and queue time both move to the following day at the same times. Coaches should communicate other local closures to League Officials as early as possible.

3.6 Match Rescheduling

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

3.7 Match Day Process

3.7.1 Check-In & Communication

Both teams should be present in Match Chat and ready by the default match time. A coach or approved team captain from each team must establish communication in Match Chat at the start of the match. If a 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.

3.7.2 Lobby Creation

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

3.7.3 Match Play

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

3.7.4 Score Reporting

When the match is complete, the winning team reports the result on the Match page with Report Scores (step by step: Match Week Guide, Report the Score). For VALORANT, Rocket League, Madden NFL 27, NBA 2K27 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 2.5. 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.

3.7.5 Forfeits

All forfeits are final unless subject to TexSEF 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). In a queue competition, a bye records no game 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.

3.8 Substitutions

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

3.9 Stoppage of Play

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

3.9.1 Player Disconnections

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

3.9.2 Voluntary / Directed Pauses

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

3.10 Ping & Connection Issues

Every player is responsible for arriving at a match on a stable connection. A wired connection is strongly recommended for every title, and is required where Section 4: Game Rules says so. Both teams should agree on the server with the lowest mutual ping before play begins.

If either team is seeing high ping, packet loss, or repeated disconnections, contact a Tournament Administrator through Match Chat rather than playing on and disputing the result afterwards. Officials can advise on server selection, direct a pause (see Section 3.9: Stoppage of Play), or reschedule the match if the problem cannot be resolved.

If pings of 90ms or higher persist after those steps, the team whose connection is causing the issue may be asked to forfeit the match. That call is at the discretion of League Officials, and it applies equally to both teams.

3.11 Spectating

Team members not actively playing (a coach or substitute) may spectate only if both teams agree in Match Chat before the match. 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). See also Section 5.3: Spectator Guidelines.

3.12 Active Coaching

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

3.13 Coach Responsibilities

Coaches are the primary point of contact for their team and are responsible for their players' readiness, conduct, and results reporting throughout the season: rostering eligible players (per Section 1.4), joining the Match Day Queue (Junior Varsity, Middle School and Seasonal) or the Check-In Queue (FGC), or honoring the Varsity schedule each week, being present in Match Chat at least 15 minutes before the scheduled start, coordinating lobbies, substitutions and pauses with the opposing coach, coaching only between games (per Section 3.12: Active Coaching), and making sure results are reported and verified within the 24-hour review window.

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

3.14 Network Connection

A wired Ethernet connection is strongly recommended for every title, and is required for Splatoon 3 (see Section 4.5), Street Fighter 6 (Section 4.12), Tekken 8 (Section 4.16), Marvel Tokon: Fighting Souls (Section 4.17), Guilty Gear Strive (Section 4.18) and 2XKO (Section 4.19). It matters most for Nintendo Switch titles such as Super Smash Bros. Ultimate and Mario Kart 8 Deluxe, 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 new matches assigned or paired, until it can play on a wired connection that does not disrupt the match for both teams. Setup help for wired Switch play is in the IT & Networking Guide.

4. Game Rules

Each title below lists its match format, availability, platform, team size, lobby settings, Game of Record and tiebreaker in one table, followed by pick/ban, disconnection handling, and title-specific rules. All match times are Central Time. For the week-by-week view, see Section 3.3: Match Schedule.

Rules Overview

Title

Availability

Match Day

Format (Regular / Playoffs / Finals)

Team Size

4.1 Rocket League

Varsity HS, JV HS

Thu

Bo5 / Bo5 / Bo7

3 + 2 subs

4.2 Overwatch 2

Varsity HS, JV HS

Mon

Bo5 / Bo5 / Bo7

5 + 3 subs

4.3 Marvel Rivals

Varsity HS, JV HS

Tue

Bo3 / Bo5 / Bo5

6 + 4 subs

4.4 VALORANT

Varsity HS, JV HS

Mon

Bo1 / Bo3 / Bo5

5 + 3 subs

4.5 Splatoon 3

Varsity HS, JV HS

Tue

Bo5 all phases

4 + 3 subs

4.6 Smash Ultimate — Crew Battles

Varsity HS, JV HS, MS

Thu

Bo3 sets (King of the Hill)

3 + 2 subs

4.7 Mario Kart 8 Deluxe — Team Races

Varsity HS, JV HS

Mon

Bo3 / Bo3 / Bo5

4 + 2 subs

4.8 Fortnite: Zone Wars

Varsity HS, JV HS, MS

Tue

Bo3 / Bo5 / Bo7

2 + 2 subs

4.9 Madden NFL 27

Varsity HS

Thu

Bo1 / Bo3 / Bo3

1 player

4.10 Apex Legends

Varsity HS

Thu

Bo1 / Bo3 / Bo3

3 + 2 subs

4.11 Smash Ultimate — Solos

Varsity HS, JV HS

Tue

Bo5 / Bo5 / Bo7

1 player

4.12 Street Fighter 6

Varsity HS

Thu

Best 2 of 3 games

1 player

4.13 iRacing

Varsity HS

Mon & Fri

Points leaderboards: Monday Series and Friday Series

1 player

4.14 Rocket League — 2v2

Middle School

Thu

Bo3, no playoffs

2 + 2 subs

4.15 Mario Kart 8 Deluxe — Time Trials

Middle School

Asynchronous

Time trials, 2 attempts

1 player

4.16 Tekken 8

FGC Division (HS)

Thu 5:30 PM

Best 2 of 3 games

1 player

4.17 Marvel Tokon: Fighting Souls

FGC Division (HS)

Thu 5:45 PM

Best 2 of 3 games

1 player

4.18 Guilty Gear Strive

FGC Division (HS)

Thu 6:15 PM

Best 3 of 5 games

1 player

4.19 2XKO

FGC Division (HS)

Thu 6:00 PM

Best 2 of 3 games

1 player

4.20 NBA 2K27

Seasonal (HS)

Mon

Bo1 all phases

1 player

4.1 Rocket League

Default Match Time: Varsity Thursday 5:00pm CT · JV Thursday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

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

Availability

Varsity HS, JV HS

Platform

PC, Xbox, PlayStation, Switch

Game Mode

Soccar

Team Size

3 players, 2 subs

Lobby Settings

Arena: DFH Stadium
Bot Difficulty: No Bots
Region: lowest mutual ping (usually US Central)
Mutators: Off / Restore Defaults

Game of Record (GOR)

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

Tiebreaker

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

Disconnections

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

Additional Rules

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

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

4.2 Overwatch 2

Default Match Time: Varsity Monday 5:00pm CT · JV Monday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

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

Availability

Varsity HS, JV HS

Platform

PC, Xbox, PlayStation

Game Mode

Competitive (custom, Invite Only)

Team Size

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

Lobby Settings

Custom Game Code: 3D1T2
Preset: Competitive
Kill Cam: Disabled
Lobby: Invite Only
Heroes: toggle off for bans, on after each map

Game of Record (GOR)

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

Tiebreaker

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

Pick / Ban & Selection

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

Game

Mode & Map Pool

Game 1

Control — Busan, Lijiang Tower, Ilios, Oasis

Game 2

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

Game 3

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

Game 4

Push — Colosseo, Esperança, Runasapi

Game 5

Flashpoint — New Junk City, Suravasa, Aatlis

Game 6 (tiebreaker only)

Control — Busan

The number of games scales with series length (Regular Season and Playoffs Bo5, Finals Bo7; see Match Format). Play the mode rotation in order and stop once a team clinches the majority. If a series needs games beyond those listed, repeat the rotation from the top, excluding maps already played that match.

Map Pick

Side Selection

Home team picks Map 1

Away team selects side

Loser of previous map picks next

Winner of previous map selects side

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

Disconnections

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

Additional Rules

  • Lobby Code: the host imports custom game code 3D1T2, which loads the league's lobby settings. Confirm the preset in Match Chat before the first game instead of setting each option by hand.

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

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

  • New and Reworked Heroes: A new hero, or a hero that receives a rework, is banned in league play for two weeks after the patch that releases it.

  • Fall 2026 ban window: Sombra and Doctrine are banned through Week 5 and become available for play the week of 10/26/26 (Week 6). Roadhog's changes are not a rework, so Roadhog stays available.

  • Profile Visibility: players keep their Career Profile public for the whole Regular Season: Options → Social → Career Profile Visibility set to Public. A team that misses Playoffs may change it once the Regular Season ends; a team that qualifies keeps it public through its last Playoff match.

4.3 Marvel Rivals

Default Match Time: Varsity Tuesday 5:00pm CT · JV Tuesday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season: Best-of-3 (Bo3) games
Playoffs & Finals: Best-of-5 (Bo5) games

Availability

Varsity HS, JV HS

Platform

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

Game Mode

Competitive — Tournament Room

Team Size

6 players, 4 subs

Lobby Settings

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

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

Pick / Ban & Selection

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

Game

Mode & Map Pool

Game 1

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

Game 2

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

Game 3

Convergence or Convoy — whichever was not played in Game 2

Game 4

Domination — any Domination map not used in Game 1

Game 5

Convoy — any Convoy map not used in Game 2

Game 6 (tiebreaker only)

Domination — random from the Domination pool

Series length scales by phase (Regular Season Bo3, Playoffs & Finals Bo5 — see Match Format). Play the mode rotation in order and stop once a team clinches the majority. Maps added during the regular season are eligible for play; maps added during the post-season are not.

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

Teams may opt to pause if a player disconnects. A team may only be allotted a total of 5 minutes of disconnect-based pause time in a single game. 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 with a new player.

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 Visibility: players keep their Career Profile public for the whole Regular Season so opponents and league staff can verify identity: Settings → Social → Career Profile, with Overview, Statistics and History Visibility set to Everyone. A team that misses Playoffs may change it once the Regular Season ends; a team that qualifies keeps it public through its last Playoff match.

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

4.4 VALORANT

Default Match Time: Varsity Monday 5:00pm CT · JV Monday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season: Best-of-1 (Bo1) games
Playoffs: Best-of-3 (Bo3) games
Finals: Best-of-5 (Bo5) games

Availability

Varsity HS, JV HS

Platform

PC

Game Mode

Standard (Tournament Mode)

Team Size

5 players, 3 subs

Lobby Settings

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

Game of Record (GOR)

When the barrier drops in the first round.

Tiebreaker

Not applicable at the match level — the regular-season Bo1 is decided on the map, and overtime resolves a 12–12 map. Standings ties use Section 2.5.

Pick / Ban & Selection

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

Regular Season (Bo1)

Process

Ban phase 1 & 2

Home team bans, then Away team bans

Map pick & side

Home team picks the map; Away team selects side

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

Playoffs & Finals: the veto table above is the regular-season Best-of-1 process. In Playoffs (Bo3) and Finals (Bo5), teams alternate additional bans and picks until the required maps are set (Home team bans first); side selection follows each map pick as above.

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

Disconnections

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

Additional Rules

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

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

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

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

  • Profile Visibility: VALORANT has no public career profile, so identity is verified by Riot ID. Players keep both options under Settings → General → Privacy (hide Riot ID from players outside the party, use generic names) off for the whole Regular Season. A team that misses Playoffs may change this once the Regular Season ends; a team that qualifies keeps it off through its last Playoff match.

4.5 Splatoon 3

Default Match Time: Varsity Tuesday 5:00pm CT · JV Tuesday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

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

Availability

Varsity HS, JV HS

Platform

Nintendo Switch

Game Mode

Alternating — see Pick / Ban & Selection

Team Size

4 players, 3 subs

Lobby Settings

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

Game of Record (GOR)

When players are launched onto the stage.

Tiebreaker

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

Pick / Ban & Selection

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

Game & Mode

Stage Pick

Game 1 — Turf War

Home team picks stage

Game 2 — Rainmaker

Loser of Game 1 picks

Game 3 — Splat Zones

Loser of Game 2 picks

Game 4 — Tower Control

Loser of Game 3 picks

Game 5 — Clam Blitz

Loser of Game 4 picks

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

Disconnections

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

Additional Rules

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

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

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

4.6 Super Smash Bros. Ultimate — Crew Battles (3v3)

Formerly Smash Ultimate Team Solos.

Default Match Time: Varsity Thursday 5:00pm CT · JV/MS Thursday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

All phases: best 2 of 3 sets (first to 2 set wins)
Each set: King of the Hill (Crew Battle), won by the first team to knock out all 3 opposing players

Availability

Varsity HS, JV HS, Middle School

Platform

Nintendo Switch

Game Mode

Smash (Stock)

Team Size

3 players, 2 subs

Lobby Settings

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

Game of Record (GOR)

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

Tiebreaker

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

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.

4.7 Mario Kart 8 Deluxe — Team Races

Default Match Time: Varsity Monday 5:00pm CT · JV Monday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season & Playoffs: Best-of-3 (Bo3) games
Finals: Best-of-5 (Bo5) games

Availability

Varsity HS, JV HS

Game Format

Regular Season: 4 races (150cc) per game
Playoffs & Finals: 6 races (150cc) per game

Platform

Nintendo Switch

Team Size

4 players, 2 subs

Lobby Settings

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

Game of Record (GOR)

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

Tiebreaker

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

Track Selection

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

Disconnections

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

Additional Rules

  • 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.

4.8 Fortnite: Zone Wars

Default Match Time: Varsity Tuesday 5:00pm CT · JV/MS Tuesday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season: Best-of-3 (Bo3) games
Playoffs: Best-of-5 (Bo5) games
Finals: Best-of-7 (Bo7) games

Availability

Varsity HS (up to four teams per school), JV HS, Middle School

Game Format

First to 10 round wins per game

Platform

PC, console (cross-platform)

Team Size

2 players, 2 subs

Lobby Settings

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

Game of Record (GOR)

When the barrier drops in the first round.

Tiebreaker

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

Pick / Ban & Selection

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

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

Each game is decided by the first team to 10 round wins; series length scales by phase (Regular Season Bo3, Playoffs Bo5, Finals Bo7 — see Match Format).

Disconnections

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

Additional Rules

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

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

4.9 Madden NFL 27

Default Match Time: Thursday 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season: Best-of-1 (Bo1) game
Playoffs: Best-of-3 (Bo3) games
Finals: Best-of-3 (Bo3) games

Availability

Varsity HS

Platform

PlayStation 5, Xbox Series X|S, PC (cross-play ON). Nintendo Switch 2 cannot cross-play and is not supported.

Team Size

1 player (solo), no subs

Lobby Settings

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

Game of Record (GOR)

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

Tiebreaker

Regular season is a single game (Bo1). Playoffs and Finals (Bo3) are decided by winning the majority of games. Standings ties use Section 2.5.

Team Selection

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

Disconnections

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

Additional Rules

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

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

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

4.10 Apex Legends

Default Match Time: Thursday 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season: Best-of-1 (Bo1) game
Playoffs & Finals: Best-of-3 (Bo3) games

Availability

Varsity HS

Platform

PC (console cross-play as configured)

Game Mode

Private Match: Team Deathmatch (3v3), first to 50 kills, 30-minute timer

Team Size

3 players, 2 subs

Lobby Settings

Mode: Team Deathmatch
Score Limit: 50 kills
Time Limit: 30 minutes
Map: see Pick / Ban & Selection
Chat: Allow All
Self-Assign Teams: On
Aim Assist Override: On
Anonymous Mode: Off
Game Mode Variant: Standard

Game of Record (GOR)

When the match timer starts and players can leave the spawn area.

Tiebreaker

A game is won by the first team to 50 kills. If the 30-minute timer runs out, the team with more kills wins; if kills are tied, replay the game on the same map. Standings ties use Section 2.5.

Match Process

  • The Home team creates the private match lobby with the settings above and posts the lobby code in Match Chat.

  • Coaches may talk with their team only between games or during a timeout. This includes teammates who are not playing in the current game.

  • Substitutions may only happen between games.

  • Teams get 60 seconds between games to make substitutions and talk with their coach, then the next game starts.

  • Timeouts: each team gets one timeout per series, used between games. Regular Season: none. Playoffs: 3 minutes. Finals: 5 minutes.

Pick / Ban & Selection

Regular Season (Bo1): the game is played on that week's map from the Weekly Maps table below.

Playoffs (Bo3)

Process

Step 1

Away team bans a map

Step 2

Home team picks Map 1

Step 3

Away team picks Map 2

Step 4

Map 3 is the remaining map

Finals (Bo3): a League Official runs a coin toss, and the higher seed calls it. The winner of the toss picks Map 1. After each game, the losing team picks the next map. A map can be played only once in the Finals.

Map pool: Estates, Fragment, Monument, Skulltown (the Team Deathmatch maps in the current in-game rotation). Respawn rotates this pool; when it changes, League Officials post the new pool and weekly maps.

Legends: blind legend select. A team cannot run duplicate legends, but both teams may pick the same legend. Players may switch legends while waiting to respawn, as the game allows.

Weekly Maps

Week

Map

Week 1

Skulltown

Week 2

Estates

Week 3

Monument

Week 4

Fragment

Week 5

Skulltown

Week 6

Estates

Week 7

Monument

Week 8

To be determined

Makeup Week

To be determined

Week 8 falls near the anticipated launch of the next Apex split. League Officials will review the refreshed map pool once it is announced and post the Week 8 and Makeup Week maps then.

Disconnections

Screenshot the lobby and score on any disconnect. If the lobby host disconnects, remake the lobby and replay the game. A disconnected player may try to reconnect; if they cannot, their team plays the rest of the game short a player. A player has up to 5 minutes to reconnect before the next game, after which the team plays short or forfeits that game. Willful disconnects forfeit the game. Contact League Officials for unresolved issues.

Additional Rules

  • Controller Aim Assist: a player using a controller must turn aim assist strength down to a value between 0.3 and 0.4. League Officials may ask for a screenshot of the setting before or during a match, and playing above 0.4 is treated as unfair play under Section 5.2: Standards of Competition.

  • Spectating: a spectator from a competing team may use team spectate only, not free spectate. Any stream must run on at least a 30-second delay and may not contact a competing team during the match.

  • Fair Play: no third-party software, no aim-assist scripts or macros, and no ximming on console. Matches run on the current patch; content disabled or banned by Respawn is not allowed.

  • Profile Visibility: Apex Legends has no in-game profile privacy setting; visibility is controlled on the EA Account. Players set EA Account → Privacy Settings → Who can see my profile to Everyone for the whole Regular Season. A team that misses Playoffs may change it once the Regular Season ends; a team that qualifies keeps it public through its last Playoff match.

4.11 Super Smash Bros. Ultimate — Solos (1v1)

Default Match Time: Varsity Tuesday 5:00pm CT · JV Tuesday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

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

Availability

Varsity HS, JV HS

Platform

Nintendo Switch

Game Mode

Smash (Stock)

Team Size

1 player (solo), no subs

Lobby Settings

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

Game of Record (GOR)

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

Tiebreaker

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

Pick / Ban & Selection

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 counterpick 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 winner of the previous game announces their character first, and must keep the character they just played. Only the loser of the previous game may switch characters, and they pick second.

Starter Stages: Battlefield, Pokémon Stadium 2, Small Battlefield, Smashville, Town and City.

Counterpick Stages: Final Destination, Kalos Pokémon League, Hollow Bastion (DLC).

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.

4.12 Street Fighter 6

Default Match Time: Thursday 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Set: best 2 of 3 games (first to 2 game wins)
Each game: first to 2 rounds

Availability

Varsity HS

Platform

Xbox Series X, Nintendo Switch 2, PlayStation 5/4, or PC

Game Version

Latest patch of Street Fighter 6

Connectivity

Wired connection required; see Section 3.14

Team Size

1 player (solo)

Game of Record (GOR)

The first round of the first game begins.

Tiebreaker

Standings ties use Section 2.5.

Character & Loadout Rules

  • Ruleset: character and loadout rules follow the Capcom Pro Tour (CPT) ruleset.

  • Downloadable Content: all DLC characters have a two-week cooling-off period before they are legal for play.

  • Allowed: any base character costume.

  • Banned: all swimsuit costumes.

Character Selection

Players may switch characters between games only after losing the previous game; the winner of a game must keep their character. Stage is random, or agreed upon by both players.

Online Match Rules

  • Players must check their ping before the event.

  • Delay-based or rollback-related disputes must be reported immediately.

  • If a connection is unplayable, the Tournament Organizer makes the call (possible DQ or coin flip).

Other Rules

  • Pausing mid-match results in a round loss unless both players agree or it is due to a hardware issue.

  • Streaming: players may stream their matches but must not delay bracket progress.

  • Meta Report: when reporting scores, players are encouraged to report the characters they used.

4.13 iRacing

Default Match Time: Monday and Friday 5:20pm CT

iRacing is run by the TexSEF iRacing League. The TexSEF iRacing Official Handbook is the full rulebook for race play in this title: on-track rules, pit procedures, stewarding and penalties, the points table, constructor standings and the season schedule. This rulebook's eligibility and conduct rules still apply.

Format & Settings

Setting

Detail

Match Format

Two points-based series, the Monday Series and the Friday Series. Each series keeps its own driver standings.

Availability

Varsity HS

Platform

PC

Race Days

Every Monday and Friday. Both races in a week use the same track and car.

Session

Lobby opens at 5:20pm CT with a 20-minute practice, then qualifying, then a 35-minute race at about 5:50pm CT

Team Size

1 player (solo). A driver may race in one series or in both.

Standings

Posted by league staff on the competition's Bracket tab. Drivers do not submit scores.

Full Rules

TexSEF iRacing Official Handbook

Joining Races

  • Discord: every driver must join the TexSEF iRacing League Discord. Lobby join information for each race is posted there and nowhere else.

  • Schedule: every race, with its track and car, is listed on the competition's Schedule tab.

  • Preseason: races held before Monday 9/21/26 were preseason races and award no points.

4.14 Rocket League — 2v2 (Middle School)

Default Match Time: Thursday 4:00pm or 5:00pm CT

Format & Settings

Setting

Detail

Match Format

Regular Season: Best-of-3 (Bo3) games — the Middle School season has no Playoffs or Finals

Availability

Middle School

Platform

PC, Xbox, PlayStation, Switch

Game Mode

Soccar

Team Size

2 players, 2 subs

Lobby Settings

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

Game of Record (GOR)

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

Tiebreaker

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

Disconnections

Disconnection handling follows Section 4.1: Rocket League.

Additional Rules

Additional rules follow Section 4.1: Rocket League — controllers or mouse & keyboard permitted, and matches run on the current patch.

4.15 Mario Kart 8 Deluxe — Time Trials (Middle School)

Weekly Window: Monday 12:00pm CT to Friday 6:00pm CT

Format & Settings

Setting

Detail

Match Format

Time trials, 2 attempts

Availability

Middle School

Platform

Nintendo Switch

Game Mode

Time Trials

Team Size

1 player, 0 subs

Lobby Settings

Race Speed: 150cc
Vehicles: all allowed
Characters: all allowed
Tires & Gliders: all allowed
Mode: Solo Race

Game of Record (GOR)

Not applicable — this is an asynchronous time trial.

Tiebreaker

Tied times in a week share a placement and its points.

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. A player's season total is the sum of their points from every round, and a week with no submission scores 0.

Place

Points

1st

20

2nd

18

3rd

16

4th to 12th

15 for 4th, then 1 fewer per place, down to 7 for 12th

13th to 24th

6

Standings for the current week are provisional until the week closes on Friday.

Weekly Racetracks

Week

Track

Week 1

Excitebike Arena

Week 2

Bone-Dry Dunes

Week 3

Hyrule Circuit

Week 4

Twisted Mansion

Week 5

N64 Rainbow Road

Week 6

Mount Wario

Week 7

Cheese Land

Playoffs Week 1

Big Blue

Playoffs Week 2

Dragon Driftway

Additional Rules

  • Submitting: on the competition's Bracket tab, select Submit Score for your player, enter your time, and upload a picture of the final time screen. Submissions are accepted from Monday 12:00pm CT until Friday 6:00pm CT 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.

4.16 Tekken 8 (FGC/HS)

Default Match Time: Thursday 5:30pm CT

Format & Settings

Setting

Detail

Match Format

Set: best 2 of 3 games (first to 2 game wins)
Each game: first to 3 rounds

Availability

FGC Division (High School)

Platform

Xbox Series X, PlayStation 5, or PC

Game Version

Latest patch of Tekken 8

Connectivity

Wired connection required; see Section 3.14

Team Size

1 player (solo)

Game of Record (GOR)

The first round of the first game begins.

Tiebreaker

Standings ties use Section 2.5.

Character & Loadout Rules

  • Ruleset: character and loadout rules follow the Tekken World Tour (TWT) ruleset.

  • Downloadable Content: all DLC characters have a two-week cooling-off period before they are legal for play.

  • Allowed: any base character costume; custom costumes are allowed.

Character Selection

Players may switch characters between games only after losing the previous game; the winner of a game must keep their character. Stage is random, or agreed upon by both players.

Online Match Rules

  • Players must check their ping before the event.

  • Delay-based or rollback-related disputes must be reported immediately.

  • If a connection is unplayable, the Tournament Organizer makes the call (possible DQ or coin flip).

Other Rules

  • Pausing mid-match results in a round loss unless both players agree or it is due to a hardware issue.

  • Streaming: players may stream their matches but must not delay bracket progress.

  • Meta Report: when reporting scores, players are encouraged to report the characters they used.

4.17 Marvel Tokon: Fighting Souls (FGC/HS)

Default Match Time: Thursday 5:45pm CT

Format & Settings

Setting

Detail

Match Format

Set: best 2 of 3 games (first to 2 game wins)
Each game: first to 3 rounds

Availability

FGC Division (High School)

Platform

PC, PlayStation 5

Game Version

Latest patch of Marvel Tokon: Fighting Souls

Connectivity

Wired connection required; see Section 3.14

Team Size

1 player (solo)

Game of Record (GOR)

The first round of the first game begins.

Tiebreaker

Standings ties use Section 2.5.

Character & Loadout Rules

  • Downloadable Content: all DLC characters have a two-week cooling-off period before they are legal for play.

Character Selection

The winner of a game must keep their character but may change their team order; the loser may change characters and team order. Stage is random select.

Online Match Rules

  • Players must check their ping before the event.

  • Delay-based or rollback-related disputes must be reported immediately.

  • If a connection is unplayable, the Tournament Organizer makes the call (possible DQ or coin flip).

Other Rules

  • Pausing mid-match results in a round loss unless both players agree or it is due to a hardware issue.

  • Streaming: players may stream their matches but must not delay bracket progress.

  • Meta Report: when reporting scores, players are encouraged to report the characters they used.

  • Double K.O.: if a game ends in a Double K.O. on the game screen, the game is not scored and both players replay it with the same character selections and stage.

4.18 Guilty Gear Strive (FGC/HS)

Default Match Time: Thursday 6:15pm CT

Format & Settings

Setting

Detail

Match Format

Set: best 3 of 5 games (first to 3 game wins)
Each game: first to 2 rounds

Availability

FGC Division (High School)

Platform

Xbox Series X, Nintendo Switch, PlayStation 4/5, or PC

Game Version

Latest patch of Guilty Gear Strive

Connectivity

Wired connection required; see Section 3.14

Team Size

1 player (solo)

Game of Record (GOR)

The first round of the first game begins.

Tiebreaker

Standings ties use Section 2.5.

Character & Loadout Rules

  • Ruleset: character and loadout rules follow the ArcWorld Tour (AWT) ruleset.

  • Downloadable Content: all DLC characters have a two-week cooling-off period before they are legal for play.

  • Allowed: any base character costume.

  • Banned: the Djeeta "Frying Pan" weapon skin.

Character Selection

Players may switch characters between games only after losing the previous game; the winner of a game must keep their character. Stage is random, or agreed upon by both players.

Online Match Rules

  • Players must check their ping before the event.

  • Delay-based or rollback-related disputes must be reported immediately.

  • If a connection is unplayable, the Tournament Organizer makes the call (possible DQ or coin flip).

Other Rules

  • Pausing mid-match results in a round loss unless both players agree or it is due to a hardware issue.

  • Streaming: players may stream their matches but must not delay bracket progress.

  • Meta Report: when reporting scores, players are encouraged to report the characters they used.

4.19 2XKO (FGC/HS)

Default Match Time: Thursday 6:00pm CT

Format & Settings

Setting

Detail

Match Format

Set: best 2 of 3 games (first to 2 game wins)
Each game: first to 2 rounds

Availability

FGC Division (High School)

Platform

PC

Game Version

Latest patch of 2XKO

Connectivity

Wired connection required; see Section 3.14

Team Size

1 player (solo)

Game of Record (GOR)

The first round of the first game begins.

Tiebreaker

Standings ties use Section 2.5.

Character & Loadout Rules

  • Format: Duos must be played — no Juggernaut or Solo fuses.

  • Downloadable Content: all DLC characters have a two-week cooling-off period before they are legal for play.

  • Allowed: any base character costume.

Character Selection

Players may switch characters between games only after losing the previous game; the winner of a game must keep their character. Stage is random, or agreed upon by both players.

Online Match Rules

  • Players must check their ping before the event.

  • Delay-based or rollback-related disputes must be reported immediately.

  • If a connection is unplayable, the Tournament Organizer makes the call (possible DQ or coin flip).

Other Rules

  • Pausing mid-match results in a round loss unless both players agree or it is due to a hardware issue.

  • Streaming: players may stream their matches but must not delay bracket progress.

  • Meta Report: when reporting scores, players are encouraged to report the characters they used.

4.20 NBA 2K27

Default Match Time: Monday 5:00pm CT (queue opens 4:45pm CT)

Format & Settings

Setting

Detail

Match Format

All phases: Best-of-1 (Bo1) game

Availability

Seasonal (High School): Varsity and Junior Varsity schools compete together, no limit on teams per school

Platform

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

Game Mode

Play Now: Online Private Match (1v1)

Team Size

1 player (solo), no subs

Lobby Settings

Difficulty: All-Star
Quarter Length: 5 minutes
Game Speed: Normal (50)
Rosters: Official 2K Current Live Roster (default)
Control: User Only (no CPU assistance)
Injuries: Off
Fatigue: On

Game of Record (GOR)

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

Tiebreaker

Not applicable: a game cannot end tied, and the match is a single game. Standings ties use Section 2.5.

Team Selection

Only current, active NBA teams are permitted. All-Time teams, Classic and Retro teams, Olympic and FIBA teams, and custom MyTeam or fantasy rosters are prohibited. Both players may select the same NBA team.

Lobby Setup

  1. Exchange IDs: both players share their 2K IDs in Match Chat.

  2. Invite: the Home player (listed on the left side of the Match page) adds the opponent through the Social menu (L1+R1 / LB+RB) and sends a private lobby invite.

  3. Apply Match Settings: the Home player confirms the lobby matches the settings above (All-Star, 5-minute quarters, Current Live Roster, User Only control). Incorrect settings may result in a game restart or, if contested, a forfeit.

  4. Select Teams: both players select a permitted NBA team and confirm ready status.

Disconnections

Players restart a new game and play only the time remaining from the disconnected game. Use Match Chat to record the score and game time at the disconnect before restarting.

Additional Rules

  • Exploits: intentional abuse of unguardable AI glitches, excessive "zig-zag" speed-boosting to break animations, or intentional delay of game results in a warning, then a forfeit.

  • Pauses: timeouts are built into the game and have strategic value. A pause may only be used in an emergency, such as a controller issue. Abusing the pause limit, or pausing intentionally during an active shot attempt, gives the opponent the right to claim a forfeit for that game.

  • Score Verification: both players (or coaches) take a screenshot of the final post-game statistics screen showing the final score and both gamertags, and keep it until the result is verified.

  • Disputes: any rule violation or settings dispute must be screenshotted or recorded and raised with Flag Admin on the Match page within 24 hours of the match. Play the game through if possible: leaving a match early without League Official approval may count as a self-forfeit.

5. Player Conduct

5.1 Code of Conduct

Players must compete to the best of their ability at all times and follow the Rally Cry 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.

  • No Bad Manner (BMing): bad manner includes, but is not limited to, trolling, flaming, fragging, taunting, spraying and emoting meant to hinder an opponent's game experience.

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

5.2 Standards of Competition

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

  • Exploiting bugs or glitches

  • Collusion or match manipulation

  • Hacking or third-party cheat software

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

  • Intentional disconnection

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

5.3 Spectator Guidelines

Coaches should come to a formal agreement in Match Chat on whether they will allow spectators. This includes substitute players, coaches and broadcasters.

In the case of broadcasting, both teams must be made explicitly aware of a team's intent to broadcast. In addition, per TexSEF guidelines, broadcasters must be housed in a room separate from the participants in a match, and may not communicate with players during a match for tactical advantage via any means.

5.4 Spirit of the Rules

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

5.5 Organizer Discretion

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

5.6 Player Responsibility

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

6. Policies & Administration

6.1 Amendments

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

6.2 Change Log

Date

Version

Summary of Changes

10/20/26

1.35

Rescheduling (Section 3.6) describes the Reschedule section: Propose New Times, Review Times, offers expire after 48 hours or when the last offered time starts, and in queue competitions only times that leave both teams able to join one of the next week's queues are offered. Flag Admin is for a match with no Reschedule section or one whose check-in has opened. Match Week Guide links renamed; the Junior Varsity, Middle School and Seasonal queue link points at the new Tournament Formats Guide (Section 3.2.3)

10/19/26

1.34

Temporary update while byes and standings are under review. In queue competitions, 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, 3.2.2, 3.4 and 3.7.5)

10/15/26

1.33

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

10/15/26

1.32

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

10/14/26

1.31

Overwatch 2: Roadhog removed from the Fall 2026 ban window, its changes are not a rework; Sombra and Doctrine stay banned through Week 5 (Section 4.2)

10/9/26

1.30

Overwatch 2, Marvel Rivals, VALORANT and Apex Legends: player profiles stay public for the Regular Season; a team that misses Playoffs may change the setting afterward, a team that qualifies keeps it public through Playoffs (Sections 4.2, 4.3, 4.4, 4.10)

10/9/26

1.29

Overwatch 2: reworked heroes join the two-week ban after release; Sombra, Roadhog and Doctrine become available the week of 10/26/26 (Section 4.2)

10/9/26

1.28

Madden NFL 27 platforms: PlayStation 5, Xbox Series X|S and PC with cross-play on; Nintendo Switch 2 cannot cross-play and is not supported (Section 4.9)

10/9/26

1.27

Game version updated to Madden NFL 27 (Section 4.9)

10/7/26

1.26

Under 13: Managed Members only (Section 1.4.2). The Home team is the team marked Home on the Match page (Section 3.7.2); a team may forfeit its own match with Forfeit Match (Section 3.7.5).

10/6/26

1.25

Junior Varsity and Middle School registration extended through the end of Regular Season Week 8 (closes Sunday 11/15/26 at 11:59pm CT, as Week 9 begins)

10/5/26

1.24

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

9/25/26

1.23

Rescheduling and no-shows go through Flag Admin (Sections 3.6 and 3.7.1); Entry added to Definition of Terms; registration and roster wording uses Entry; the queue button is named by its place on the Bracket tab; FGC Check-In Queue added to Coach Responsibilities (Section 3.13)

9/24/26

1.22

Queue competitions rank standings by rating, and the tiebreakers order teams with the same rating; Varsity keeps win-loss standings. Rating added to Definition of Terms

9/24/26

1.21

Smash Ultimate Team Solos renamed Crew Battles; a match is best 2 of 3 sets, and each set is a King of the Hill crew battle that ends when one team has no players left; a player who stays on runs off the stage once per stock lost, and play begins when the in-game timer reaches 6:45 (was 9:45, which a 7:00 time limit never reaches); each set is reported as one game

9/24/26

1.20

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 3.11)

9/23/26

1.19

Apex Legends: the format is Team Deathmatch (3v3, first to 50 kills, 30-minute timer), matching the Undisputed 2026 ruleset; battle royale settings (ring, dropship Game of Record, last-team-standing) removed; map pool updated to Estates, Fragment, Monument and Skulltown with a new weekly map table; Playoffs map veto and Finals map selection added; timeouts and coach communication rules added

9/23/26

1.18

Wired connection strongly recommended for every title (still required for Splatoon 3, Street Fighter 6, Tekken 8, Marvel Tokon: Fighting Souls, Guilty Gear Strive and 2XKO; the conflicting "Wi-Fi allowed" note on those fighting game titles is removed); a team whose connection makes matches unplayable may be placed on hold (new Section 3.14)

9/23/26

1.17

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

9/21/26

1.16

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

9/20/26

1.15

4.13 iRacing: races run every Monday and Friday with the lobby opening at 5:20pm CT, as two series with separate standings; league staff post the standings; the TexSEF iRacing Official Handbook is linked as the full rulebook for race play, and drivers must join the league Discord for lobby information

9/20/26

1.14

Smash Ultimate Team Solos: the match format is King of the Hill (Crew Battle), first to 3, in all phases; set-based language removed from the format, pick/ban, stage striking and disconnection rules

9/19/26

1.13

Overwatch 2: Regular Season moves to Best-of-5 games (Playoffs stay Best-of-5, Finals stay Best-of-7), and custom game code 3D1T2 added to the lobby settings; Apex Legends: weekly map table added; Smash Ultimate (Team Solos and Solos): the winner of a game must keep their character for the next game, only the loser may switch; Code of Conduct: no bad manner (BMing)

9/17/26

1.12

Varsity registration closes 9/18/26, JV, MS and FGC at the end of Regular Season Week 2; FGC Check-In Queue stated (Thursday 12:00 AM to Tuesday 12:00 PM 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, NBA 2K27 and Fortnite: Zone Wars; in-game scores reported for those titles; Madden roster lock removed

9/17/26

1.11

4.15 Mario Kart 8 Deluxe Time Trials: weekly window Mon 12:00pm to Fri 6:00pm CT, placement points table, and submission steps on the Bracket tab

9/14/26

1.10

Fortnite: Zone Wars: schools may enroll up to four Varsity teams (all other Varsity titles remain two per school)

9/11/26

1.9

Substitute counts aligned with the League Platform: VALORANT, Overwatch 2 and Splatoon 3 to 3 subs, Marvel Rivals to 4 subs

9/11/26

1.8

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

1.7

NBA 2K27 (HS/Seasonal) added; solo titles carry no subs

9/10/26

1.6

Consistency improvements and links to guides; Minecraft Duels removed

9/3/26

1.5

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

8/27/26

1.4

Game version specified: Madden NFL 26

8/17/26

1.3

Varsity default match time of 5:00pm CT; ping & connection issues section; Apex Legends controller aim assist

8/14/26

1.2

Tiebreaker and match process cleanup

8/9/26

1.1

FGC rules added

7/22/26

1.0

Initial rulebook published