MNVL Jr Rules Handbook

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

Click HERE to register your team

 
  • Subscribe to the MNVL Google Calendar here: MN Esports

    Important Dates: Winter Season

    • Esports Development Clinic: Thursday, July 31 at Apple Valley High School

      • For more information and to register, click here!

    • Registration Period: October 13th – November 19th 

      • Teams need to be created and signed up for their respective seasons by this date.

    • Preseason Dates: December 1st - December 12th 

      • Holiday Break: December 13th - January 4th   

    • Regular Season Dates: January 5th - February 13th  

    • Prep Weeks for State: February 14th – March 12th  

    • State Tournament Dates and Location: March 15th at St. Cloud State University in St. Cloud, MN 

    Game Titles: For the Winter Season

    • Chess (1v1 – Chess.com) 

    • Fortnite Zero Build Battle Royale (Duos) 

    • Mario Kart 8 (2v2) 

    • Minecraft Bedwars Java Edition (4v4) 

    • Super Smash Bros Ultimate (1v1) 

    *Note: A season may be canceled due to low registrations, as determined by Fenworks.

    Important Dates: Spring Club

    • Registration Period: March 16th – April 1st

      • Teams must be created and signed up for their respective seasons on the league platform by this date. Fenworks will allow late registrations for club leagues at admin request.

    • Preseason Dates: April 6th – April 10th

    • Regular Season Dates: April 13th – May 22nd 

      • Club Finals:  May 18th – May 22nd

    Note: Middle School teams will be allowed to register for the MNVL Club seasons ONLY for the titles supported by MNVL Jr. (SSBU, Minecraft, Chess, Mario Kart, and Fortnite.) See above for dates and details about our Club Seasons.

  • The spirit of esports 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. Default Game Times
    The season will consist of one weekly game, as outlined below.  Matches use our queue system and these titles will have multiple days where teams can queue up for a match. Teams participating in queue leagues can only queue up for one time slot each week (for example, if you play a Mario Kart match on Tuesday, you cannot queue again on Thursday). 

    The default game times for games are as follows.

    Tuesday

    • 4:00 PM CT  

      • Super Smash Brothers Ultimate   

      • Chess 

      • Fortnite 2v2 (Arenas)  

    • 5:00 PM CT  

      • Minecraft 2v2 

      • Mario Kart 2v2  

    Thursday

    • 4:00 PM CT  

      • Minecraft 2v2 

      • Mario Kart 2v2  

    • 5:00 PM CT  

      • Super Smash Brothers Ultimate  

      • Chess  

      • Fortnite 2v2 (Arenas)


    2.Season Structure

    A. Teams 

    Schools are allowed to field unlimited teams.  

    B. Season Format

    The season will have a two-week preseason, followed by six weeks of regular season, and end with an in-person LAN State Tournament. Teams from all Fenworks supported states will compete in the same middle school leagues, but State Tournament qualification will be based on in-state results.  

    C. State Tournament Qualification 

    Based on regular season results, the top teams within each league from their respective states will advance to the State Tournament in their state. See section 4 in “General Rules” for the number of teams that make it for each league and state. Seeding will be based solely on placement relative other teams from your state.  

    • For example: If your team finishes 3rd overall, but the 1st and 2nd seeds are not from your state, your team will advance to the State Tournament as the #1 seed in your state.

    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.  

    Swiss Format: 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.  

    Round Robin Format: 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.  

    3.   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 the league platform 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 all of their scheduled preseason matches will be dropped from the league unless there is prior communication with league staff and permission is given to miss the matches. 

    4. Playoffs and State Tournament 

    Below you will find information on how the league runs playoffs and the State Tournament. All information below is subject to change, pending time, equipment capacity at the State Tournament venue, and the number of teams competing in each game title. This will be confirmed once registration closes. 

    Please note that game titles may overlap at the State Tournament. The league will not rearrange the State Tournament schedule to accommodate students participating in multiple game titles. Please make sure that all students understand this prior to the State Tournament, and make sure that all teams have substitutes to accommodate this potential issue.

    4.1 State Tournament

    The State Tournament will be executed as a single, double-elimination, or group stage into single elimination formats with a match for third place for single and group-stage formats. Seeding will be based on the regular season results. The number of qualifying teams will be on a per-state basis (E.G. the top 16 Chess players in each state will be invited)  

    • Chess: 16 Players  

    • Fortnite Duos Arena: 16 teams  

    • Mario Kart 8: 16 Teams  

    • Minecraft Bedwars: 16 Teams  

    • Super Smash Brothers Ultimate: 32 Players  

    *The number of teams/players per game title is subject to change based on needs or considerations by the league admin.  

    4.2 Tiebreakers

    Teams/Players making the playoffs will be based on seeding, which considers standings score first, then average 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 (not counted in game differential)

    • Bye Win: 4 points (not counted in game differential)

    • Tie: 2 points

    • Loss by Play: 1 points

    • Loss by Forfeit: 0 points


    5. Checking In and Reporting Scores

    GMs are required to check in their teams and report scores for all matches

    If both teams fail to check in to their match on the league 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 have expired, the absent team will receive a forfeit loss automatically through the league platform.  

    Scores will be reported using the league platform score reporting tool  

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

    • All reported matches must have a screenshot attached on the league platform 

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

    All scores must be reported directly following the match, or it will be considered a loss for both teams. Staff have the right to adjust the score if evidence is presented that the match was played.  

    If a score is submitted and no one disputes the result within one week, the result will stand. Teams are allowed to submit definitive evidence in the event of a dispute. reserves the right to make final decisions. If an error was made, and both teams agreed upon it, the scores can be adjusted at the discretion of league staff.  

    6.Rescheduling Matches

    Matches are NOT allowed to be rescheduled because of the queue system. If a team cannot make one of the default game days, they are able to attend the other that week.  

    • If your school has a closure on Tuesday, then players can alternatively play on Thursday of that week or visa versa. 

    • A team CANNOT play twice in the same week, and thus cannot substitute missing a game one week with playing an additional game the following week.  

    If teams decide to reschedule a match, contact an admin on the league Discord server or email us at esports@fenworks.com and we will assist you. 

    7. Home/Away

    The team shown on the left of the platform 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. Refer to the game title for specific rulesets on how home and away affect pick/ban processes.  

    8. Player Eligibility

    A player is any participant who plays in an official match. All players must follow the rules below: 

    • Players must be enrolled in the school they are representing

      • Homeschooled players may participate with a school if they live within the defined district lines for the school district in question and have received approval from the school district to participate. 

    • Players must be enrolled in 5th – 8th grade 

      • A player may play for only one middle school in the same school district. 

      • Only players who are 13+ are allowed to participate in Fortnite. All other game titles are available to 5th – 8th graders. If a player turns 13 in the middle of the season, they can play Fortnite on the day of their 13th birthday.  

    • Players must meet and maintain the district’s GPA and attendance requirements to be eligible to play. 

      • School Administrators and GMs are responsible for following and enforcing this policy and their school policy.  

    • Players can only be on one team per game title

      • A player can only be rostered to one team and play in one weekly match per title. If a player plays in more than one match of the same title, those games will be forfeited. Players can, however, play multiple titles in a season. 

        • For example, Student A cannot compete or be rostered on two Fortnite teams but can compete on one Fortnite team and one Minecraft team.  

    • Players cannot compete in the High School and the Middle School League simultaneously.

    • Middle school players are eligible to participate in high school Spring club seasons only for the titles offered in the middle school leagues (SSBU, Minecraft, Chess, Mario Kart, and Fortnite) 

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

    8.1 Substitutions

    Substitutions can be made between games in a series but not during a game currently in play. Teams should never substitute during an individual game (I.e., passing their controller off). The players who start a game must finish that game. 

    There will be no subs for individual game titles (1v1s). If one of those students cannot play their match in a week, they will have to forfeit their match.  

    9. 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 position in game lobbies does not give privileged information and does not require opponent permission to stream. 

    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 13. 

    10. Names/Usernames

    A player’s name in-game must match the name they registered for that game on their league platform profile. This includes our Discord community. See the Code of Conduct as well for additional guidelines. 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  

    • Anything else at the discretion of Fenworks Admin  

    11. 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 player’s account during match time will be considered cheating. Players must also follow the Code of Conduct. Any team or player caught cheating will be subject to the items outlined in section 11.  

    12. Harassment 

    Players and coaches must always abide by the Code of Conduct. Failure to do so will result in disciplinary action, as outlined in the following section.  

    13. Disciplinary Action

    If the league decides that a Player has violated any of the Rules, the league may take the following disciplinary actions (as applicable). More information can also be found in the Code of Conduct:  

    • Verbal Warning  

    • Game and/or Match forfeiture  

    • Issuance of 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 the league.  

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

    If a Player is suspended/banned by league representative, they will be notified via email and/or Discord. Within 30 days of the initial penalty, an appeal can be sent by the coach or program coordinator representing the Player. Please send all appeals via email to esports@fenworks.com

    14. 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 the league officials, and their decisions are final. This includes the exclusive right to make definitive rulings on matters not specified within the rules and handbook. 

    Amendments

    League admins may update, revise, change, or modify these rules at any time to ensure fair play and the league's integrity. Each Player’s participation in the league 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.  

  • 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 1v1 is Tuesday at 4pm.

    Matches are played as a best of 5 in the regular season and state tournament.

    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.

    3. Stage Selection

    The stage selection process is as follows and is done throughout the match:

    • Home team selects the first stage for game 1

      • The home team is listed on the left in the Leaguespot match page

    • The losing player will select the next stage

    • Repeat step 2 until the match is complete


    4. Stages

    The following stages are permitted for use in MNVL matches:

    • Battlefield

    • Small Battlefield

    • Town & City

    • Pokémon Stadium 2

    • Smashville

    5. 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.

    6. 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

    7. Restrictions

    7.1 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.


    7.2 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.


    7.3 Amiibo

    All amiibo figures are prohibited from use in official matches.


    7.4 Stages

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

    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 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.

    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. Outside Communication

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

    11. Reporting Scores

    Scores for Super Smash Bros should be reported as the remaining 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 1.20.1, no snapshot—version 1.9+ PVP

    2. Default Game Time and Match Length

    • The default game time for Minecraft 2v2 is Tuesday at 5pm

    • All matches for the regular season will be a best of 3

    • State Tournament: TBD based on team numbers

    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

      • Aqueducts


    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, home team bans one map, away team bans one map, and then 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.

        1. 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. Use the NPC’s in the Bedwars lobby to join your selected map. When you select a map an instance of that map will be created, and you and your team will be sent to the pregame lobby. Make sure the opposing team selects the same NPC and the instance you have created when joining the game.  

      1. Double check you are at the “2v2” NPC’s and not the “4v4” NPC’s

    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 20 minutes after the start of each game. In sudden death, both teams’ beds are destroyed, and players fight until one team is eliminated. Five minutes after Sudden Death starts, the match will end if both teams are still alive. In this case, the team with the most players alive wins. If sudden death ends and both teams have the same number of players alive, the tie will be resolved by both teams choosing a single player as a representative, and those two players will battle in a 1v1 match. This will occur in the Gym Arena of the Minecraft Server as a best-of-1 to determine the victor. All arena armor and items are available for use in the tiebreaker.  Leaving the arena area during this 1v1 will result in a loss for that player’s team.  

    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, and in between games in a series. 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

  • 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 & Match Length

    • The default game time for Mario Kart 2v2 is Thursday at 4pm.

    • Each game in a match will consist of 4 total races

    • Each match will be played as a best of three game series (for a maximum total of 12 races) in all regular season matches

    • State Tournament: TBD based on team numbers

    3. Game Lobby

    • 150cc Race

    • Teams On

    • Normal Items

    • No COM

    • All Vehicles

    • 4 Races

    • Auto/Smart Steering and Auto Forward are allowed to be on

    4. Map Selection

    All base game tracks are playable for official matches. No DLC tracks will be allowed. Players should not select random as their track choice, as it may randomize into a DLC track if the player owns any DLC

    Each team will choose a map and the game will randomly select one of the maps for that round. Once a map has been raced on, it can not be re-selected or used later in the match. Meaning if one team selected Star Road and it was chosen for the first map to race on. Star Road can not be selected again for the duration of the entire match.

    5. Players and Scoring

    Points are determined by the Game, and winners and losers are determined by the Game. There are no outside additional points.

    6. Restrictions

    1. Miis and Amiibos are allowed in competitive play.

    2. All vehicle configurations are allowed.

    3. Any new karts, tracks, or characters released once the season starts can be used. Admin can modify the allowed vehicles/maps with written notice to the league (on the MNVL Discord server)

    7. Stoppage of Play

    In the event that a player disconnects during a race, the current race will be paused for up to 5 minutes while you wait for the player to reconnect. 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. If they still have not connected by the end of the race, the next race shall be played without the disconnected player.

    If the host of the lobby is disconnected and the lobby is closed, then the opposing team should receive first and second place and the hosting team will receive third and fourth place for the race in which the disconnect occurred. The remainder of the match should be continued starting from the next race. If this situation should occur, players will need to manually add the game scores for the match to determine the winner.   

    8. Players

    Matches are played as a 2 vs 2 with players on each team controlling their own cars, which amounts to a total of four cars in each race.

    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 match to the opposing team. If a team does not have 1 or more players for additional games in the series, then they will forfeit the remainder of the match.

    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.

    9. Outside Communication

    Players may communicate with a coach only before the match begins and in between games in the series, but not during gameplay.

    10. Tactical Pauses

    Teams are allowed one tactical pause between matches in the series, but not when a game is actively being played. 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. Reporting Scores

    For each game, scores are determined by the in-game point system based on the place of each individual racer. There are no outside additional points.  

    • In-game scores per race 

      • 1st place: 5 points 

      • 2nd place: 3 points 

      • 3rd place: 2 points 

      • 4th place: 1 point 

    Scores for Mario Kart should be reported as the total team score for each game in the match, as shown by the in-game scoring feature.  

    • Example:  

      • Game 1: 31 - 13  

      • Game 2: 24 - 20  

    12. Tiebreaker

    If a Tie does occur based upon points, then 1 more race must be done, the team with the higher amount of points after the race is the winner. Each team will choose a map and the game will randomly select one of the maps for the final race. Maps already selected earlier in the match cannot be chosen for a tiebreaker.

  • 1. Platforms
    All official matches will be played on PC, Mac, or mobile apps via Chess.com. To compete, each player must have a username and profile created on Chess.com.  

    2. Default Match Time & Match Format

    • The default match time is at 5:00pm on Thursdays.  

    • Regular Season: All matches will follow a first-to-two format, with the first player to reach 2 points winning the match. A win is worth 1 point, and a draw is worth 0.5 points.  

    • State Tournament: TBD based on team numbers. 

    3. Players
    All official matches will be 1 vs 1 (a one-player team vs another one-player team).  Substitutions are not allowed. If a player cannot play in the match, they will receive a forfeit.  

    • 3.1 Accounts
      Players must use their own account when registering on the league platform and in all official matches. Players must keep that account linked for the entire season 


    4. Lobby Setup and Process
    If the incorrect ruleset is used, the match must be restarted immediately. If previous games were under the wrong ruleset, they are void and must be replayed. It is up to both teams to review the settings and make sure they are correct. 

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

      • Time: 10|3 Min  

      • Type: Standard   

    • 4.2 Sides
      For the regular season, the host of the lobby will choose “randomize” for the colors for the first game. After the first game has been played, the losing player will have White for the following game. For playoffs and state, the higher seed will get white first.  


    5. Restrictions
    No Cheating: 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 and possibly suspension from the league. 

    6. Tiebreakers
    If players are tied with 2 points, a tiebreaker game will occur. The first player to win a game will win the match. The home team will decide which side to play for the first tiebreaker, and then the side choice will alternate for any further tiebreaker matches. 

    7. Stoppage of Play and Player Disconnects
    Follow the Chess.com procedure for any disconnects. If a disconnect occurs before both players make a move, it will be restarted. If the disconnecting player is white and has played a move, the same move must be played.

    8.Outside communication
    Teams/players may communicate with a coach before and after each game in the match. All coaches and other spectators may not speak with that team/player while a game is actively being played.  

    9. Tactical Pauses
    Teams are allowed one tactical pause per match. It must occur between the games of the match. It cannot happen during gameplay. This pause may last up to 3 minutes per team. Pauses must be declared to the opposing team when they begin and when they end. 

    10. Reporting Scores
    Scores for Chess should be reported as a “1-0” for a win and a “1-1” for a tie.  

    • Example:  

      • Game 1: 1-0  

      • Game 2: 0-1  

      • Game 3: 1-1  

      • Game 4: 1-0  

  • *All players must be at least 13 years old to be eligible to participate in Fortnite 2v2

    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 at 5pm on Thursdays

    • Matches will be played as a best of 1 in the regular season.

    • State Tournament: TBD based on team numbers

    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 of each team. 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.

    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.

    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