MNVL Rules Handbook

Please read the general rules, then see the game-specific rules below.

 
  • The spirit of MNVL is to always play if you can, and never take a forfeit win unless you absolutely must. Although not a rule, this is a standard we hope all our teams and players try to live up to!

    1. League Structure
    The Minnesota Varsity League (MNVL) will have a two week preseason, followed by a regular season consisting of eight weeks, and a tournament for playoffs/finals. Regular season games will determine both qualifying and seeding for playoff tournaments.

    The regular season will consist of one game per week as outlined below.

    The default weekly game time for games are as follows:

    FALL 2023

    Monday -

    • 5pm : SSBU 1v1

    • 6pm: Minecraft Bedwars 2v2

    Tuesday -

    • 5pm: League of Legends

    • 6pm: Club Street Fighter 6

    Wednesday -

    • 5pm: Valorant

    • 6pm: Club Chess

    Thursday -

    • 5pm: Rocket League 2v2

    • 6pm: Fortnite 2v2

    2. Season Structure:
    The MN Varsity League will run for two weeks of preseason, followed by eight weeks of regular season, and one week of playoffs/finals. There will also be an all-star event at the conclusion of each season. State finals will be an in-person LAN event. See specific season structures in Subsection 2: “League Structures: Open/Varsity/JV/Club”

    2.1 Regular Season League formats

    • Swiss / Queue System Swiss

    • Round Robin / Double Round Robin

    Formats are determined each season based on registrations, and we send that information to all coaches before the start of the regular season.

    What is a Swiss: This is a format where teams always play against another team with the same record (e.g. a 2-0 team will play against another 2-0 team). Schedules for Swiss leagues are released weekly on the day after your title’s default game time. Our queue system leagues also follow the Swiss format. Learn more about our queue system HERE

    What is a Round Robin: All teams in a group play against each other one time. In a double round robin all teams play each other twice. Full season schedules for a round robin are released at the start of the season.

    2.2 Preseason
    Preseason matches will function like a regular season match, in that players will still need to check-in and connect with their opponent on Leaguespot and report their scores. Results of preseason matches do NOT count towards your regular season record and do not affect qualification for the state finals. Players or teams that miss both of their scheduled preseason matches will be dropped from the league unless there is prior communication with MNVL staff and permission is given to miss the matches.

    3. Playoffs and Finals
    Playoffs will be executed as a single or double elimination playoff tournament with seeding based on regular season or divisional playoff results, with a match for third-place. Playoff rules will be outlined in specific game rules posted on the MNVL rulebook. Teams making playoffs will be as such for the following games, unless there are less than the specified amount of teams participating in the league for that game. If there are less than the following number of teams, the tournament will be played with all participating teams with first round byes for the top seeds. Players and teams in our Club and JV leagues do not qualify for the MNVL State Finals.

    Fall 2023

    • Super Smash Brothers Ultimate 1v1: Top 32 Players

    • Minecraft 2v2: Top 16 Teams

    • League of Legends: Top 8 Teams

    • Varsity Valorant: Top 8 Teams

    • Rocket League 2v2: Top 16 Teams

    • Fortnite 2v2: Top 16 Teams

    Spring 2024

    • Varsity Super Smash Brothers 3v3 Crew Battles: Top 16 Teams

    • Minecraft 4v4: Top 16 Teams

    • Smite: Top 8 Teams

    • Valorant TDM: Top 8 Teams

    • Varsity Rocket League 3v3: Top 16 Teams

    • Chess: Top 16 Players

    (*The number of teams/players entered are subject to change based on needs or considerations by the league admin)


    Titles that will be a pool play into single elimination tournament:

    • Fall

      • Rocket League 2v2

      • Minecraft 2v2

      • Fortnite 2v2

    • Spring

      • Rocket League 3v3

      • Minecraft 4v4

    Titles that will be a single elimination tournament:

    • Fall

      • Valorant Varsity

      • League of Legends

    • Spring

      • Smite

      • Club Fortnite: No Builds BR

      • Valorant Open

    Titles that will be a double elimination tournament:

    • Fall

      • Super Smash Brothers 1v1

      • Club Street Fighter

      • Club Chess

    • Spring

      • Varsity Super Smash Brothers 3v3 Crew Battles

      • Chess

      • Club SSBU 1v1

      • Club Mario Kart 8


    3.1 Tiebreakers
    Teams/Players making the playoffs will be based on seeding, which considers standings score first, then game/round differential, then head to head (if applicable), and difficulty of schedule.

    Standings Score will be calculated with the following values:

    • Win by Play: 4 points

    • Forfeit Win: 4 points (+0 game differential)

    • Bye Win: 4 points (+0 game differential)

    • Tie: 2 points

    • Loss by Play: 1 points

    • Loss by Forfeit: 0 points

    If there is a tie in both standing score and game differential, the teams have not played vs each other in the regular season, and one of the teams/players will not make playoffs and the other will (the tie is at the cutoff point), then a single tiebreaker match can be played at request of admin to see who makes it to the playoffs.

    4. Checking In and Reporting Scores
    A team should check in all participating players for that match on the Leaguespot match page prior to starting their match. In the event that a team decides to play with a reduced player count, Leaguespot still requires you to check in a full roster. In this scenario, a team should declare on the Leaguespot match chat which players are missing before checking them in.

    If both teams fail to check in to their match on the Leaguespot platform at the default time, both will receive a forfeit loss for the match. If one team is checked in and the other is not after the check-in time has expired, the team present is expected to wait 15 minutes after the start time of their match for their opponent. Once 15 minutes has expired, the absent team will receive a forfeit loss automatically through the Leaguespot platform.

    Scores will be reported using the Leaguespot score reporting tool

    • Both teams are responsible for reporting scores and saving replays/screenshots that prove their claim.

    • All reported matches must have a screenshot attached for the LeagueSpot platform

    • Procedures on how to report scores can be found in each title’s separate rules section

    • You can learn how to report your scores at https://www.mnvl.org/faq

    All scores must be reported directly following the match or both teams will receive a loss

    5. Rescheduling Games
    Games are NOT allowed to be rescheduled EXCEPT in the following cases:

    • School holidays

    • Both teams agree to play in person (in the same room)

    If you need a game to be rescheduled for one of the stated reasons, contact an admin on the MNVL Discord server or email us at MNVL@wisdom.gg and we will assist you.

    If teams need to reschedule their game to another time, then both coaches must agree upon a new time. Games may be rescheduled to another week, but MUST be played before the Monday of the last week of the regular season.

    If a team/player drops out of MNVL during the regular season, MNVL reserves the right to reschedule remaining games in the league to reduce the number of forfeits that would have been caused by the dropout.

    5.1 School Holidays
    All leagues, including Varsity, can reschedule their matches the week of federal and state school holidays (i.e. Thanksgiving).

    6. Home/Away
    The team shown on the left on the Leaguespot match page is the home team and the team shown on the right is the away team for that match. This is not in effect for playoffs, where teams gain home advantage based on seeding.

    7. Player Eligibility A player is any participant who plays in an official match. All players must be currently enrolled in the school they are representing, must be 13 years of age or older, and must be 21 years old or younger. They also must maintain at least a 2.0 grade point average to be eligible to play. Players who are homeschooled may participate for a school if they live within the defined district lines for the school district in question. Players in Middle School and 13 years or older are eligible to compete in MNVL. They may play for only one high school in the same school district as the middle school they attend. Players over the age of 21 are ineligible to play in the MNVL.

    A player can only be rostered to one team and play in one match per week per title. If they play in more than one match of the same title, those games will be null and their team will forfeit. Players can, however, play multiple titles in a season. For example, Student A can not compete or be rostered on two Rocket League teams, but can compete on one Rocket League team and one Minecraft team.

    There is not a restriction on the number of teams or players that can compete from each school.

    *Eligibility is subject to change at the League’s discretion, but must be communicated to all schools before any changes take effect.

    7.1 Open and Club Roster Changes and Substitutions
    Any changes to rosters must be done at least 72 hours before the roster’s next scheduled match. Players cannot be added to a roster if their next match is within the 72 hour time period. In this case, coaches must wait until after the roster’s next scheduled match to add another player to the roster.

    Substitutions are allowed as long as all players involved have been on the roster for 72 hours before the match. Substitutions can be made in between games in a series, but not during a game that is currently in play.

    7.2 Varsity and JV Substitution Rules
    Teams must maintain a full active roster for varsity during the entirety of the season with the minimum amount of players required per game.

    • Players on a varsity roster cannot participate in any junior varsity matches

    • Players on an active junior varsity roster are allowed to substitute for official varsity matches

    To substitute a player from JV onto the Varsity team for a match, the captain and/or coach needs to notify their opponent through the Leaguespot match chat. They must communicate which player from the Varsity roster will not be playing, as well as the name and account of the sub from the JV roster that is filling their spot. After your opponent has acknowledged they have seen your message, you will then check in your full Varsity roster on Leaguespot. This will include the player being subbed out (who is absent), and once checked in simply add the JV player to the game lobby in place of the absent Varsity player.

    8. Spectators
    Only the players from the two teams competing in the official MNVL match are allowed in the game lobby. The one exception is if a spectator is joining to stream their team's point of view (POV) for their official school stream and the opposition is made aware. The spectator must have an open mic for the entirety of the stream to prove they are not in contact with either team.

    Players competing in the match may stream their own POV. Stream malfunctions do not qualify as a reason for pausing a match.

    Any team caught breaking these rules are subject to penalties listed in section 11.

    9. Names
    A player’s name in-game must match the name that they have registered for that game on their MN Varsity League Leaguespot profile. All participants names or profiles are prohibited from including:

    • Gang Affiliation

    • Drugs (including alcohol and tobacco)

    • Sexual Material

    • Offensive Material

    • Politically Charged Symbols/Images

    • Homophobic or Racially Insensitive Material

    This includes our Discord community.

    10. Cheating
    Any manipulation of gameplay including, but not limited to, scripts, wallhacks, aimbot, 3rd party applications, sound changes, or having another person play on an official players account during match time will be considered cheating. Any team or player caught cheating will be subject to the items outlined in section 11.

    10.1 Harassment:
    Players and coaches are expected to abide by the MNVL Code of Conduct at all times. Failure to do so will result in disciplinary action as outlined in the following section.

    11. Disciplinary Action
    If Minnesota Varsity League decides that a Player has violated any of the Rules, Minnesota Varsity League may take the following disciplinary actions (as applicable):

    • Verbal Warning

    • Game and/or Match forfeiture

    • Issuance Public warning (Verbal or written) to the Player

    • Disqualification of the Player from participating in one or more Matches of the Tournament.

    • Stoppage of the Player from participating in one or more future competitions hosted by Minnesota Varsity League.

    • Stoppage of the School from participating in one or more future competitions hosted by Minnesota Varsity League.

    If a Player is suspended/banned by a MNVL, they will be notified via email and/or discord. An appeal can be sent after 30 days of the initial penalty by the coach or program coordinator representing the Player. Please send all appeals via email to mnvl@wisdom.gg

    12. Spirit of the Rules
    Finality of Decisions. All decisions regarding the interpretation of these rules, player eligibility, scheduling and staging of the Tournaments, and penalties for misconduct, lie solely with MNVL Officials, the decisions of which are final.

    Amendments. MNVL may update, revise, change or modify these Rules at any time in order to ensure fair play and the integrity of the league. Each Player’s participation in MNVL after any update, revision, change or modification to these Rules will be deemed as acceptance by such Player of these Rules as updated, revised, changed or modified.

  • 1. League Structure - Open

    1.1 Teams
    Schools are allowed to field unlimited Open league teams.

    1.2 Divisions
    Open leagues will be sectioned into divisions of eight or more teams

    Divisions will be determined by the following considerations:

    1. Region/Location


    1.3 Season

    Open league seasons will be a two week preseason, followed by an eight-week regular season, and a LAN tournament for playoffs (State Finals).

    1.4 Format
    Open leagues use the following formats:


    1.5 State Finals Qualification
    Top teams from each open league division will advance to the state finals based on regular season results. See section 3 in “General Rules” for the amount of teams that make it for each league.

    2. League Structure – Varsity

    2.1 Teams
    Only one team per school will be allowed to compete in Varsity leagues.

    2.2 Divisions
    Varsity leagues will be sectioned into divisions of eight or more teams

    Divisions will be determined by the following considerations:

    1. Region/Location


    2.3 Season
    The varsity season will be a two week preseason, followed by a seven-week round robin with an online divisional playoff tournament the 8th week, and ending in a LAN tournament (State Finals). Divisional and State Finals playoff dates and times will be announced each season on the MNVL Discord, Calendar, and other channels.

    It is recommended that the average rank for a Varsity roster is Gold or higher. This is a suggestion but not a requirement.

    2.4 Format
    Varsity leagues use the following formats:

    • Round Robin

    • Double Round Robin


    2.5 State Finals Qualification
    Top teams from varsity leagues make it to the state finals tournament based on divisional playoff results only. Regular season record affects divisional playoff seeding, but does not affect state finals qualification. See section 3 in “General Rules” for the amount of teams that make it for each league.

    3. League Structure - Junior Varsity

    3.1 Teams
    Schools are allowed to field unlimited Junior Varsity teams.

    3.2 Divisions
    There are no divisions in junior varsity. All teams compete in the same pool.

    3.3 Season
    Junior varsity league seasons will be a two week preseason, followed by an eight-week regular season.

    It is recommended that the average rank for a Junior Varsity roster is Silver or lower. This is a suggestion but not a requirement.

    3.4 Format
    Junior varsity leagues use the following formats:


    3.5 State Finals Qualification
    Junior Varsity teams are not eligible to compete in State Finals. JV seasons end after the last match of the regular season.

    4. League Structure - Club

    4.1 Teams
    Schools are allowed to field unlimited Club teams.

    4.2 Divisions
    There are no divisions in Club. All teams compete in the same pool.

    4.3 Season
    The Club season will be a two week preseason, followed by a seven-week regular season with an online finals tournament during the 8th week. The Club Finals tournament dates and times will be announced each season on the MNVL Discord, Calendar, and other channels.

    4.4 Format
    Club leagues use the following formats:

    4.5 Club Finals Qualification
    The top teams from the club league make it to the Club Finals tournament. See section 3 in “General Rules” for the amount of teams that make it for each league. Club leagues do not include a LAN state finals tournament.

    Teams will advance to the Club Finals based on the tiebreakers in section 3.1 in General Rules with one additional point awarded to their win/loss differential for each match participated in during the regular season.

    For example:

    • Team A: 4-4 record = +8 (net 0 with additional 8 points for matches played)

    • Team B: 3-1 record = +6 (net +2 with additional 4 points for matches played)

    • Team C: 3-4 record = +7 (net -1 with additional 8 points for matches played)


    4.6 Prizing
    Club leagues will have prizing attributed to the league winners, but club leagues will not give medals or trophies.

    • Special Discord role (Club Champion) that allows gif posts (must still follow MNVL Discord rules when posting gifs)

    • $50 equivalency in in-game currency to the first place team

  • Note: Players are strongly encouraged to play all MNVL matches with an ethernet adapter or from the same room as their internet router if wifi is being used to ensure the best quality of matches.

    1. Supported Platforms

    • Nintendo Switch


    2. Default Game Time and Match Length
    The default game time for Super Smash Bros is Monday at 5pm.

    Matches are played as a best of 5 in the regular season, best of 5 in playoffs, and a best of 7 in the Finals.

    3. Game Lobby
    The higher seed will create the lobby (“Online” > “Smash” > “Battle Arenas” > “Create Arena”) and provide lobby ID and Password. Official matches must use the following settings:

    • Type: Host preference

    • Visibility: Friends

    • Format: 1-on-1

    - Rules:

    • Style: Stock

    • Stock: 3

    • Time Limit: 7 minutes

    • FS Meter: Off

    • Damage Handicap: Off

    • Items: Off and None

    • Stage Hazards: Off

    • Launch Rate: 1.0x

    • Pausing: Off

    • Score Display: Off

    • Show Damage: Yes

    - Rotation: Host preference

    - Max Players: 2

    - Stage: Choice

    - Spirits: Off

    - Voice Chat: Off

    If the incorrect ruleset is used, the match must be restarted. If previous games were under the wrong ruleset, they are void and must be replayed.

    4. Stage Selection

    The stage selection process is as follows and is done throughout the match: Player 1 (P1) is the home team and Player 2 (P2) is the away team.

    • Players will both announce their starting character before starting the stage selection process

    • P1 strikes a starter stage

    • P2 strikes a starter stage

    • P2 strikes a starter stage

    • P1 strikes a starter stage

    • The remaining starter stage is played on for Game 1

    After Game 1, and for each following game in the series, the winner will strike three stages from the list of starter and counterpick stages

    The losing player will select the next stage from those remaining

    5. Starter Stages

    The following starter stages are permitted for use in MNVL matches:

    • Battlefield

    • Small Battlefield

    • Town & City

    • Pokémon Stadium 2

    • Smashville

    6. Counterpick Stages

    The following counterpick stages are permitted for use in official matches:

    • Kalos Pokémon League

    • Final Destination

    • Hollow Bastion


    7. Self-Destruct Finishes
    In the event where the game ends due to a self-destruct move, the results screen will determine the winner of the game.

    8. Sudden Death
    If time expires and a sudden death is started, the player with the highest number of stocks is the winner of the match. If both players had the same amount of stocks, the player with the lower percentage wins. If both players had the same amount of stocks and the same percentage, players should execute the below scenario:

    In the event where both players knock-out at the same time and initiate a sudden death, players will play a tiebreaker game on the same stage with the same characters using the official match format with the following modifications:

    • Stock: 1

    • Stock & Time: 3 minutes


    9. Restrictions

    9.1 DLC Fighters
    DLC Fighters are prohibited from being used in MNVL events for the first two weeks of their release. After the two week restriction has passed a DLC Fighter will be allowed to be used in MNVL matches.

    9.2 MII Fighters
    Players must use a Guest Mii. If a player chooses to use a Mii Fighter, they must declare to their opponent the type and moveset listed in the format “Type XXXX” (e.g. “Gunner 1321”). Any combination of moves may be used, but any Mii Fighters that a player may want to use during a match must be created before the match begins (up to a limit of three Mii Fighters) or else they will be prohibited from doing so. Using Mii Fighters that do not follow these rules may result in a player forfeiting the game in which the illegal Mii Fighter was used.

    9.3 Amiibo
    All amiibo figures are prohibited from use in official matches.

    9.4 Stages
    Alternate forms to the stages listed in section 4 or 5 are prohibited from play in official matches.

    10. Stoppage of Play
    Players unplugging their controller at any time, accidentally or intentionally, will result in a forfeiture of the series. Any controller malfunctions are the player’s responsibility, and as such the MN Varsity League will not force a game/match restart should a player’s controller malfunction during a game.

    In the event that a player should have internet connectivity issues that causes them to drop out of the game the game will be reset only if both players have all their starting stocks, combined have not accumulated more than 60% damage, and a minute in-game has not passed. If these conditions are not met, then the player will forfeit that game, unless their opponent agrees to a redo.

    In the event where the game server is lagging (e.g. it takes much more than a second for an in-game second to pass or the smash ball loading icon is constantly appearing), the game may be reset if and only if both players consent to the reset.

    11. Player Count
    Matches are played as 1 versus 1, meaning that only one player may participate in the match for either side. Substitutions are not allowed.

    12. Tactical Pauses
    Teams are allowed one tactical pause in between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    13. Outside Communication
    Players may communicate with a coach only during the ban process before the match and in between matches, not during gameplay.

    14. Reporting Scores
    Scores for Super Smash Bros should be reported as the stock score for each match in the series

    • Example:

      • Match 1: 1-0

      • Match 2: 2-0

      • Match 3: 0-1

      • Match 4: 3-0

  • 1. Supported Platforms and Version
    All official matches for MNVL will be played on PC on Minecraft Java Edition version 1.18.1, no snapshot. Version 1.9+ PVP will be used.

    2. Default Game Time and Match Length
    The default game time for Minecraft Bedwars 2v2 is Monday at 6pm.

    All regular season matches will be played as a best of 3 series. Pool play will utilize a best of 1 format, and a best of 3 will be played for the remainder of the single elimination stage of playoffs, and the state finals.

    3. Players
    All official MNVL matches will be 2v2 (two-player team vs another two-player team). A match must be started with both players for each team present. Should a team not have their full two player roster they may ask their opponent to play the match at a reduced player count. The opposing team (team with their full roster) will have the option to play or to take a forfeit win.

    4. Game Server
    All official MNVL matches will be played on the MNVL server. The MNVL server address will be given to all participants once they have registered to the league.

    5. Map Selection
    There will be five maps available for official MNVL matches.

    • 2v2:

      • Y’s Island

      • Dragon

      • Jungle

      • Archipelago

      • Stadium

    Ban Process:

    • Away team will ban one map

    • Home team will ban one map

    • Away team will ban one map

    • Home team will select which of the remaining two maps will be chosen for game 1

    • The losing team of each game selects the next map for Game 2 and then Game 3, if needed

    After the first game in the best of three series, all five maps are made available to be selected for Game 2 and Game 3 by the losing team. For playoffs, the higher seed will act as the home team and the lower seed will act as the away team

    6. Player Disconnects
    If a player disconnects before the first kill, or before the first upgrade is purchased (whichever comes first) then the game shall be restarted using the same map. If either of those events have occurred, the game will be played out. A player can rejoin after disconnecting by using the /rejoin command

    7. Mods & Clients
    No add-ons are allowed for official MNVL matches, and all players must use the default Minecraft client. Optifine is the only permitted mod.

    8. Anti-Cheat
    If a player is found to use any type of cheating program, software, bug exploit, or anything deemed to give them an unfair advantage they will be subject to forfeit all matches played up to that point in the season and will be banned from participating in any future MNVL matches or tournaments.

    9. Minecraft Game Day Procedures
    As part of the MNVL Minecraft Bedwars season you will need to add the MNVL multiplayer server. The server address will be given to your coach and can be found at the top of the Minecraft league page in Leaguespot.

    Once on the server follow these steps to set up and play your match:

    1. Create a party of your teammates by using the “/party invite” command and typing or selecting the name of your teammates (For example: /party invite thundermcfadden11)

      1. They will have to click accept or type “/party accept” to join

    2. Once you have a full party, communicate with the opposing team using the server chat function or the Leaguespot chat function

    1. The away team bans one map, and the home team selects one of the remaining two maps to play

    2. Each map has 5 copies (e.g. Jungle1, Jungle2, Jungle3…). Coordinate with your opponents to choose a specific numbered version of the map that is not being currently used by any other teams.

    i. If all instances of a map are being used, please wait until one is available. You should not play on a different map unless both teams agree.

    3. Once you have decided the map, both captains must queue for that particular map using the NPCs at the edge of the lobby.

    1. Click Map selector and choose the selected map to queue into it

    4. Once all players are loaded into the map, a countdown will start. Once it reaches zero, the match will begin and players will spawn at their base

    5. Make sure to save a screenshot once the game is complete as you will need it when reporting your results.

    10. Sudden Death and Tiebreaker
    Sudden death occurs twenty minutes after the start of the match. In sudden death, both teams' beds are destroyed and players fight until one team is eliminated. If after 12 minutes both teams are still alive, the match will end. In this case the tie will be resolved by both teams choosing a single player as a representative, and those two players will battle in a 1v1. This will take place in the MNVL Gym Arena as a best of 1 to determine the victor. All arena armor and items are available for use in the tiebreaker.

    11. Anti Griefing Clause
    The intentional use of exploits, bugs, or using features on the MNVL server in a way that they are not intended is considered griefing. Instances of griefing will be subject to league penalties as outlined in General Rules section 11. The severity of the penalty will be based on the following factors:

    • Effect on gameplay

    • Subject matter

    • Previous offenses

    • Motive


    12. Tactical Pauses
    Teams are allowed one tactical pause in between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    13. Outside Communication
    Teams may have communication with a coach only before matches begin, in between games in a series and during tactical pauses. Coaches may not speak to their team while they are actively in the game.

    14. Reporting Scores
    Scores for Minecraft should be reported as a 1 for the winner in each match in the series

    • Example:

      • Match 1: 1-0

      • Match 2: 0-1

      • Match 3: 0-1

  • This competition is not affiliated with or sponsored by Riot Games, Inc. or League of Legends Esports

    1. Supported Platforms

    • PC


    2. Default Game Time and Match Length
    Default game time for League of Legends is Tuesday at 5pm

    Matches will be played as a best of 3 in regular season, and best of 1 or best of 3 (depending on round) in playoffs.

    3. Accounts
    Players should use their highest ranked account when registering on Leaguespot and in all official matches and must keep that account linked for the entire season. Rank is determined by the player's current rank in “Ranked Solo/Duo” queue. Using a Smurf account is considered cheating and anyone caught doing so will be subject to penalties listed in Section 11 of General Rules.

    4. Draft
    All Drafting will take place in Pro Draft (http://prodraft.leagueoflegends.com). You can learn how to use Pro Draft HERE.

    The Home team or higher seeded team in playoffs will create the draft in Pro Draft and share the correct link with the Away team. Keep the spectator link handy even if unused. In the case of a match dispute, it can be seen at a later time by an admin if needed.

    A draft redo is only allowed if the team that committed the mistake declares so before their opponent selects their next champion. In the case of a redo the draft should occur identically to the spot of the mistake.

    Once the Pro Draft is complete, the correct champions must be selected in a game lobby with the settings in the following section.

    5. Game Lobby
    The game lobbies will be created with the following settings.

    • Map - Summoner’s Rift

    • Team Size - 5

    • Game Type: Blind Pick (draft done in Pro Draft)

    • Allow Spectators - All

    The order in which players join the lobby and enter the draft should be top, jungle, mid, adc, and support in that order. Any matches played in a series on an incorrect map or game type will not count toward the series and must be replayed.

    6. Substitutions
    Player substitutions are only permitted during the grace period between games, which ends after the draft has begun.

    7. Side Selection
    The lower seed will have choice of side (Blue/Team 1 or Red/Team 2) for the first game. The loser of the game will have choice of side for the next game.

    8. Process
    The draft will proceed as follows:

    Team 1=A Team 2=B

    1st Bans: ABABAB

    1st Picks: ABBAAB

    2nd Bans: BABA

    2nd Picks: BAAB

    9. Restrictions
    Any champions, items, champion/ward skins, runes, summoner spells, or emotes are prohibited from use in official matches if they are disabled in any ranked Summoner’s Rift queues while they are disabled in those queues.

    10. Stoppage of Play
    The game may only be paused for the following reasons:

    • Player drop

    • Player disconnect

    • Server crash

    • Technical issues

    Pauses may not be called during player versus player combat. A team must give a reason to their opponent immediately before or after the match is paused. Each team will have 5 total minutes of pause time per map. Consent from both teams must be given before the match is unpaused.

    A game may only be restarted within the first 2 minutes of the game and before first blood for one of the above reasons. If a game is restarted, players must take the exact same champions, skins, runes, and summoner spells. A game may only be restarted once per team per match.

    11. Player Count
    Both teams participating in a match must provide 5 players at the beginning of the first game, and 4 for each consecutive game (unless the team with more players present agrees to play the match with a player advantage). During a game, if a team should lose 2 players that have disconnected with the intention of no longer playing in the match at the same time, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required amount of players for additional games in the series, then they will forfeit the remainder of the match.

    12. Tactical Pauses
    Teams are allowed one tactical pause in between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    13. Outside Communication
    Teams may have communication with a coach only during the drafting portion of the match, in between matches in a set and during a tactical pause. Coaches may not speak with their team while a match is actively being played.

    14. Reporting Scores
    Scores for League of Legends should be reported as a 1 for the winner in each match in the series

    • Example:

      • Match 1: 1-0

      • Match 2: 0-1

      • Match 3: 1-0

  • This competition is not affiliated with or sponsored by Riot Games, Inc. or League of Legends Esports.

    1. Supported Platforms

    • PC


    2. Default Game Time and Match Length
    Default game time for Valorant is Wednesday at 5pm

    Matches are played as a best of 1 in the regular season, best of 1 and of 3 (depending on round) in playoffs, and a best of 3 for the finals.

    3. Game Lobby

    3.1 Settings
    The home team will create the lobby and invite the away team. The lobby must have the following settings:

    • Lobby: Custom (closed)

    • Mode: Standard

    • Allow Cheats: Off

    • Tournament Mode: On

    • Overtime win by Two: On


    3.2 Server Region
    The following regions are available to choose from:

    • US CENTRAL (Illinois)

    • US CENTRAL (Georgia)

    • US CENTRAL (Texas)

    If teams cannot agree on a region for their match, the following will determine which is used:

    • Home team bans a region

    • Away team bans a region

    • The remaining region is used


    3.3 Map Pool

    The following maps are available for official matches:

    • Ascent

    • Bind

    • Breeze

    • Haven

    • Lotus

    • Split

    • Sunset


    3.4 Map Selection
    Best of 1 series:

    Home team chooses if they are Team A or Team B

    • Team B bans a map

    • Team A bans a map

    • Team B bans a map

    • Team A bans a map

    • Team B bans a map

    • Team A chooses from the remaining 2

    • Team B chooses which side they start on

    Best of 3 series:

    • Team A bans 1 Map

    • Team B bans 2 Maps

    • Team A picks Map 1

    • Team B picks sides for Map 1

    • Team B picks Map 2

    • Team A picks side for Map 2

    • Team A picks Map 3

    • Team B picks sides for Map 3

    4. Restrictions

    • Blood must be disabled in the in-game settings

    • New Agents are not allowed to be played until two weeks after their release


    5. Stoppage of Play
    To pause the match, push esc and navigate to the “cheats” menu

    The game may be paused for the following reasons only:

    • Player Disconnect

    • Server Crash

    • Technical Issues

    • MNVL Admin Requests

    Stoppage of play may be requested at any time for the above reasons. The team initiating a pause must declare why they are doing so in chat. The pause cannot be called during combat or when the spike has been planted. Each team will have 5 total minutes of pause time per map.

    6. Player Count

    Both teams participating in a match must provide at least 4 players at the beginning of the first game, and 4 for each consecutive game (unless the team with more players present agrees to play the match with a player advantage). During a game, if a team should lose 2 players that have disconnected with the intention of no longer playing in the match at the same time, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required amount of players for additional games in the series, then they will forfeit the remainder of the match. In the case of a match with less than the maximum 10 players, the team with more players present have the alternative choice to initiate an agreement to play a reduced player game (such as 5v4, 4v4 etc).

    7. Outside Communication
    Teams may have communication with a coach only during the ban process before the match and in between matches, not during gameplay.

    8. Tactical Pauses
    Teams are allowed to call one tactical timeout/pause, “TO”, during the buy phase but not during gameplay. Teams are allowed 2 of these TOs per game for a total of 2 minutes per game. These TOs must be declared to the opposing team as a TO when it begins in the in-game chat. These 2 minutes do not count against any technical pauses a team may call during the game (refer to section 5. Stoppage of Play). Only coaches and in-game players may talk during this TO. Please contact a MNVL Admin immediately if there is suspicion a team is abusing this feature.

    9. Reporting Scores
    Scores for Valorant should be reported as the round score for each match in the series

    • Example:

      • Match 1: 13-8

  • THIS TOURNAMENT IS IN NO WAY SPONSORED, ENDORSED, OR ADMINISTERED BY, OR OTHERWISE ASSOCIATED WITH, PSYONIX LLC. THE INFORMATION PLAYERS PROVIDE IN CONNECTION WITH THIS TOURNAMENT IS BEING PROVIDED TO TOURNAMENT ORGANIZER AND NOT TO PSYONIX LLC

    1. Supported Platforms

    • PC

    • Xbox

    • Playstation

    • Nintendo Switch

    This game supports crossplay. All teams will compete in the same league, regardless of platform.

    2. Default Game Time & Match Length
    Default Game time is Thursdays at 5pm.

    All regular season matches will be played as a best of 5 series. Pool play will utilize a best of 3 format, and a best of 5 will be played for the remainder of the single elimination stage of playoffs, and the state finals.

    3. Game Lobby
    The home team will create the lobby. The away team will have a choice of which team is which color, which will remain the same for the match. The default arena played is DFH Stadium. Teams are free to change the arena at any time as long as teams agree and the arena is playable according to rules

    The game settings should be set to the following:

    • Game Mode: Soccar

    • Arena: DFH Stadium OR another arena agreed upon by both teams from the list in section 4.

    • Team Size: 2v2

    • Bot Difficulty: No Bots

    • Team Settings

      • Team Names should be in accordance with the sides chosen by the away team

      • Primary and accent colors should be set to Default

    • Mutator Settings

    • Preset Settings: Custom

    • Match Length: 5 minutes

    • Max Score: Unlimited

    • Overtime: Unlimited

    • Series Length: 5 games

    • Game Speed: Default

    • Ball Max Speed: Default

    • Ball Type: Default

    • Ball Physics: Default

    • Ball Size: Default

    • Ball Bounciness: Default

    • Boost Amount: Default

    • Rumble: None

    • Boost Strength: 1x

    • Gravity: Default

    • Demolish: Default

    • Respawn Time: 3 seconds

    - Region: As decided on in 1.5

    - Joinable By: Name/Password (to be determined by hosting team)

    In the event that incorrect settings are loaded on the server, the match should be stopped and replayed. If previous games were played with the wrong ruleset they are void and must be replayed.

    4. Arenas
    The following arenas are available for switching to during an official match:

    • Aquadome

    • Champions Field

    • Champions Field (Day)

    • Deadeye Canyon

    • DFH Stadium

    • DFH Stadium (Day)

    • DFH Stadium (Stormy)

    • Mannfield

    • Mannfield (Night)

    • Mannfield (Snowy)

    • Mannfield (Stormy)

    • Neo Tokyo

    • Salty Shores

    • Starbase ARC

    • Urban Central

    • Urban Central (Dawn)

    • Urban Central (Night)

    • Utopia Coliseum

    • Utopia Coliseum (Dusk)

    • Utopia Coliseum (Snowy)

    • Wasteland

    • Wasteland (Night)

    5. Server Region
    The following server regions are available for use in official matches:

    • US-East

    If the aforementioned server is having issues, both teams can agree to play on another server. In that case, the server region that gives the lowest ping for players in Minnesota should be chosen. If there is a disparity in ping among players, then server region will alternate each game.

    6. Restrictions

    6.1 Garage Customization's
    Any toppers, antennae, goal explosions, bodies, decals, wheels, rocket boosts, trails, or engine audios that are currently disabled in competitive 2v2 queues are not permitted for use in official matches. All others are permitted.

    6.2 Leaving and Rejoining

    Leaving and rejoining to change your placement in the arena is considered cheating.

    6.3 Stoppage of Play

    Should a player disconnect from the game less than 30 seconds into the match or before the first goal is scored, the game will be restarted. If either of these events have occurred, the game will continue.

    7. Players

    Both teams must provide 2 players at the beginning of the first game, and 1 for each game following (unless the team with more players present agrees to play the match with a player advantage). During a game, if a team has 2 players intentionally disconnect from the match at the same time, that team will forfeit the remainder of the game to the opposing team.

    8. Tactical Pauses

    Teams are allowed one tactical pause in between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    9. Outside Communication

    Teams may have communication with a coach only before matches begin, in between games in a series and during tactical pauses. They may not speak to their team while they are actively in the game. During LAN, coaches may also speak to their teams during goal replays.

    10. Reporting Scores

    Scores for Rocket League should be reported as total goals scored for each match in the series

    • Example:

      • Match 1: 4-2

      • Match 2: 1-2

      • Match 3: 3-1

      • Match 4: 3-1

  • 1. Supported Platforms

    • Xbox

    • Nintendo Switch

    • PC

    • Playstation

    This game supports crossplay. All teams will compete in the same league, regardless of platform.

    2. Default Time and Match Length
    Default game time is Thursday at 6pm

    Matches will be played as a best of 1 in the regular season and playoffs, with a best of 3 in the state finals and third place match. Each individual game within a match will consist of a best of 15 format, where 5 matches will be played on each of the following game types. The team with 8 or more wins at the end of the match will receive the win:

    • Box Fight

    • Zone Wars

    • Realistics

    3. Game Lobby
    Players will invite the other duos to the creative lobby where they will enter the code for the Map made and hosted by Minnesota Varsity League. All four players will queue up together in the same match.

    Use lobby the following lobby code for all MNVL Matches: 4201-4963-2615

    4. Match Format
    Teams will choose their team number. This will be determined by the captains. As a result all teams are to adhere to their number chosen every single round. Players are encouraged to document proof of their match to aid in any potential match disputes. Screenshots/Clips/Videos will be accepted.

    Players will play the map created by MNVL and compete in 15 Rounds. The team with the most round wins (8+) will be the winner of the match. All 15 rounds must be played even if a team reaches 8 or more wins before the last round is played. Game differential will be important to tiebreakers, so players should treat every round as important even if one team achieves 8 wins.

    A game ends when all 15 rounds have been played.

    There are bugs, so if a situation occurs where the losing team actually shows victory and the winning team shows defeat please count it correctly.

    5. Restricted Items/Play
    Any gliders/umbrellas, outfits, harvesting tools, back blings, contrails, loading screens, emotes, vehicles, or items that are currently disabled in public queues are prohibited from use for as long as they remain disabled in those queues.

    6. Stoppage of Play
    In the event that a player disconnects from the server during a game, the current round will be played out and then paused until the disconnected player can rejoin. After the disconnected player rejoins, then the match will continue. If the disconnected player hasn’t rejoined five minutes after pausing, then the match will continue and that player can rejoin when able.

    7. Player Count
    “DUO” matches are played as a 2 v 2, meaning that only two players may participate in the match for either side. No player substitutions may be made at any point during the match.

    8. Disqualifications

    • Teams must go in to their respective numbers as determined between teams, if a team does not go into their number, they can be disqualified for the round.

    • Excessive toxicity: some dancing is fine however if it is deemed toxic that can/will result in a dq for that round.


    9. Players
    Both teams must provide 2 players at the beginning of the first game, and 1 for each game following (unless the team with more players present agrees to play the match with a player advantage). During a game, if a team has 2 players intentionally disconnect from the match at the same time, that team will forfeit the remainder of the game to the opposing team.

    10. Outside Communication
    Teams may have communication with a coach only before matches begin, and in between games in a series. They may not speak to their team while they are actively in the game.


    11. Tactical Pauses
    Teams are allowed one tactical pause between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    12. Ties
    In the situation that the match ends in a tie, both teams should queue into one more sudden death round on the MNVL creative map. Whoever wins this round will win the match. In this case, please submit the screenshot of the tie when submitting the final score (MNVL will know who won the tiebreaker match based on the game results submitted)

    13. Reporting Scores
    Scores for Fortnite should be reported as the round score for each match in the series

    • Example:

      • Match 1: 9-6

  • 1. Supported Platforms

    • PC

    • Xbox

    • PlayStation

    This game supports crossplay. All teams will compete in the same league, regardless of platform.

    2. Default Game Time & Match Length

    Default game time is Tuesdays at 6pm

    All matches will be played as a best of 5 series, including the club tournament and Finals.

    3. Game Lobby

    The home team/higher seed will create the lobby (“Fighting Ground” > “Online” > “Custom Room”) and provide lobby ID and Password to the opponent. Official matches must use the following settings:

    Mode Settings:

    • Mode: Singles

    • Battle Slot 1-4: One on One

    Rule Settings:

    • Rounds: 3

    • Timer: 99

    • Advantage: No Advantage

    • Control Type: Modern or Classic

    Room Settings:

    • Players: 2

    • Reserved Slots: 0

    • Privacy: All

    • Spectating: Private

    • Allowed Connection Quality: All

    • Passcode: On (then provide the passcode to your opponent)

    • Comment 1: No Selection

    • Comment 2: No Selection

    • Comment 3: No Selection

    If the incorrect ruleset is used, the match must be restarted. If previous games were under the wrong ruleset, they are void and must be replayed.

    4. Stage Selection

    For each match in the best of 5 series, a random stage will be selected. The in-game stage randomizer button should be used.

    All stages available in Street Fighter 6 are permitted to be used in official MNVL matches.

    5. Character Selection

    Competitors will utilize the standard method of character selection. This means both players will choose the character to use in online competition and then the match will begin after both players have selected their characters for that match.

    • The winner of each match in the series will remain as the same chosen character

    • The losing player may switch characters between matches in the series


    6. Side Selection

    The team listed as Home on Leaguespot (team shown on the left side) will pick the left side when they get into the lobby and the team shown as Away on Leaguespot (team shown on the right) will pick the right side.

    7. Prohibited Items

    All characters and stages available in Street Fighter 6 are legal in official MNVL matches. Character costume #1 (default outfit) must be worn in all MNVL matches.

    Any team caught breaking these rules are subject to penalties listed in Section 11 of the General Rules.

    8. Stoppage of Play

    Players unplugging their controller at any time, accidentally or intentionally, will result in a forfeiture of the series. Any controller malfunctions are the player’s responsibility, and as such the MN Varsity League will not force a game/match restart should a player’s controller malfunction during a game.

    In the event that a player should have internet connectivity issues that causes them to drop out of the game the game will be reset only if both players have not accumulated damage, and a minute in-game has not passed. If these conditions are not met, then the player will forfeit that match in the series, unless their opponent agrees to a redo.

    In the event where the game server is lagging (e.g. it takes much more than a second for an in-game second to pass or the SF6 loading icon is constantly appearing), the game may be reset if and only if both players consent to the reset.

    9. Player Count

    Matches are played as 1 versus 1, meaning that only one player may participate in the match for either side. Substitutions are not allowed.

    10. Tactical Pauses
    Teams are allowed one tactical pause in between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    11. Outside Communication
    Players may communicate with a coach only during breaks between games in the series, not during gameplay.

    12. Reporting Scores

    Scores for Street Fighter 6 should be reported as with the winner receiving a point for each match in the series

    • Example:

      • Match 1: 1-0

      • Match 2: 1-0

      • Match 3: 0-1

      • Match 4: 1-0

  • 1. Supported Platforms
    All official matches for MNVL will be played on Chess.com. You must have a username and profile created on Chess.com to compete. Chess.com supports the following platforms:

    • PC

    • Mobile App


    2. Default Game Time and Match Length
    The default game time for Chess is Wednesdays at 6pm.

    All matches for the regular season, playoffs, and finals will be a best of 3 style format, where the first player to reach 2 points wins the match. A win will be worth 1 point, and a draw is worth 0.5 points. If players are tied at 2 points, tiebreaker games will take place and the first player to win a game will win the series. The home team will decide which side to play for the first tie-breaker, and then side choice will alternate for any further tie-breaker matches.


    3. Players
    All official MNVL matches will be one player vs one player. Any instance of an outside influence or more than one player competing for a side will be determined as cheating and will be subject to consequences depending on the severity of the offense, and if any previous offenses have occurred. Consequences will be immediate forfeiture of the match, as well as the possibility for personal suspension from the league or school-wide suspension from the league (this will be voted on by all coordinators in the league).

    4. Game Lobby

    The home team/player will make the lobby and challenge the away team/player. All official MNVL matches must be played with the following settings:

    • Time: 5|5 Min

    • Type: Standard

    • Rated: Off


    5. Sides
    The home team/player will have selection of side (White or Black) for the first match of the series. After the first match has been played, the losing player will have side selection for the following match. Please see section 7 should the match end in a draw.

    6. Stoppage of Play
    If a player disconnects, they will have the remaining time left on their clock to reconnect and play. Should their time run out while disconnected, they will forfeit the match.

    7. Tactical Pauses
    Teams are allowed one tactical pause in between matches, but not during a match. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team both when they begin and when the pause expires.

    8. Outside Communication
    Players may communicate with a coach only before the match, in between matches and during tactical pauses, but not during gameplay.

    9. Reporting Scores
    Scores for Chess should be reported as a 1 for the winner in each match in the series

    • Example:

      • Match 1: 1-0

      • Match 2: 1-1

      • Match 3: 1-0