MNVL Rules Handbook

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

 
 
  • Important Dates

    Registration Period: March 16th – April 1st

    • Teams need to be created and signed up for their respective seasons on the league platform by this date. MNVL will allow late registrations for Club leagues by admin request.

    Preseason Dates: April 6th – April 10th

    Regular Season Dates: April 13th – May 22nd

    Club Finals:  May 18th – May 22nd

    General Rules

    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. Default Game Times

    The regular season will consist of one weekly game, as outlined below. 

    *Titles are subject to change pending team numbers

    Monday 

    • 5:00 PM CT - Super Smash Bros Ultimate 3v3 Crew Battles 

    • 6:00 PM CT - Minecraft 2v2 

    • 6:00 PM CT- 2XKO 2v2

    Tuesday 

    • 5:00 PM CT - League of Legends 3v3 Aram

    • 5:00 PM CT - Magic the Gathering Arena 1v1

    • 6:00 PM CT - Marvel Rivals 6v6

    Wednesday:

    • No Matches

    Thursday 

    • 5:00 PM CT - Rocket League 1v1

    • 6:00 PM CT - Mario Kart 4v4

    • 6:00 PM CT - Blitz Chess

    Friday

    • 5:00 PM CT - VALORANT   

    • 6:00 PM CT - Fortnite Battle Royale Zero Build Squads (4 player)

    • 6:00 PM CT - Pokémon Unite


    2. Season Structure:

    League Structure - Club

    A. Teams

    Schools are allowed to field unlimited Club teams.

    B. Divisions

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

    C. Season

    Club league seasons will have a one-week preseason followed by a five-week regular season. It will end with an online Club Finals Tournament. The dates and times for Club finals will be announced each season on the Fenworks platform, league Discord, calendar, and other channels.

    D.  Format

    Club leagues use the following formats:

    a.  Swiss (queue)

    E. Club Finals Qualification

    The top teams from the club league make it to the online Club Finals. The number of teams qualifying for the finals is found in Section 3, but may be adjusted after registration closes. Club leagues do not include a LAN finals; finals are all online.

    Teams will advance to the Club Finals based on the tiebreakers in section 3.3 of General Rules. The second tiebreaker, average game differential, will be calculated with one additional point awarded for each match played during the regular season.

    For example:

    • Team A: 1-4 record = +5 (net -3 with additional 8 points for matches played)

    • Team B: 2-0 record = +4 (net +2 with additional 2 points for matches played)

    Club tournament winners will receive a special role in the League Discord server with Gif posting permissions.

    2.1 Regular Season League formats

    • Queue System Swiss

    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).  Our queue system leagues also follow the Swiss format. Learn more about our queue system here

    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 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 club finals. Due to the nature of queue system leagues, teams that miss their preseason matches for our club seasons will not be dropped.

    3. Club Finals Tournament
    Below you will find information on how Fenworks runs the Club Finals Tournament. All information below is subject to change, pending time, and the number of teams competing in each game title. Any changes will be confirmed once registration closes, and if no changes are communicated then the current process will stand.

    The Club Finals will be executed as a single elimination tournament in the last week of the season. It will be fully online and administered through our league platform. There will be an all-team meeting 15 minutes before the start of the tournament for all competing teams. This meeting will occur either in Microsoft Teams or Discord, depending on the league. Information on this meeting will be communicated with teams several weeks before it occurs. After the meeting, the tournament will commence. Most Club Finals tournaments are expected to last up to four hours.

    SPRING CLUB

    • Super Smash Brothers 3v3 Crew Battles: Top 8 Teams

    • Minecraft Bedwars 2v2: Top 8 Teams

    • Marvel Rivals: Top 8 Teams

    • Fortnite Battle Royale: Top 25 Teams

    • VALORANT: Top 8 Teams

    • Rocket League 1v1: Top 16 Players

    • Mario Kart 8 4v4: Top 16 Teams

    • League of Legends 3v3: Top 8 Teams

    • Blitz Chess: Top 16 Players

    • Magic the Gathering Arena: Top 8 Players

    • 2XKO 2v2: Top 8 Teams

    • Pokémon Unite: Top 8 Teams

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

    3.3 Tiebreakers
    Teams/Players making the finals 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


    4.  Checking In and Reporting Scores

    A team captain or GM should check in all participating players for that match on the Fenworks Platform match page before starting their match. If a team decides to play with a reduced player count, the platform still requires you to check in a full roster. In this scenario, a team should declare in the match chat which players are missing before checking them in.

    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 on the platform.

    Scores will be reported using the platform 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

    • 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. Fenworks staff have the right to adjust the score if evidence is presented that the match was played.

    5. Rescheduling Matches

    Matches are NOT able to be rescheduled due to the nature of a queue system league. The queue will occur during the same day and time each week, and teams will be matched with others that join the queue. Thus, reschedules are not able to take place during club seasons for any reason.

    6.  Home/Away

    The team shown on the left on the league 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.

    7.   Player Eligibility

    A player is any participant who plays in an official match. All 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.

    • Must be 13 years or older, in 7th – 12th grade, and be 21 years old or younger.

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

      • Players who are 12 years of age or younger are not eligible to compete in all club titles. However, if a player turns 13 in the middle of the season, they are eligible to compete on and after the day of their 13th birthday.

    • The following are the only titles a player under the age of 13 is eligible to compete in for club seasons:

                                                                  i.      Chess

                                                                 ii.      Super Smash Brothers Ultimate

                                                               iii.      Minecraft

                                                               iv.      Mario Kart 8

    • Must meet and maintain the district’s eligibility requirements for GPA and attendance to be eligible to play. School Administrators and GMs are responsible for following and enforcing this policy and their school policy. The league suggests a 2.0 GPA or higher to participate.

    • Can only be on one roster 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 in multiple titles in a season.

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

      • There is no 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.Roster Changes and Substitutions

    Any changes to rosters must be done at least 24 hours before the roster’s next scheduled match. Players cannot be added to a roster if their next match is within the 24-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 if all players involved have been on the roster for 24 hours before the match. 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).

    Substitute players are not allowed for individual game titles (1v1s). If one of those students cannot play their match in a week, should not join the queue. Their record will not change unless they join the queue.

    8. Spectators

    Only the players from the two teams competing in the official 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.

    • Valorant: When streaming Valorant, the spectator MUST choose the coach position in the lobby for their team only. The spectator in this situation must not have communication with their team or they will forfeit the match. 

    • League of Legends: Spectator Delay is set to “Add Delay”

    Any team caught breaking these rules are subject to penalties listed in section 12.

    9. Names/Usernames

    A player’s name in-game must match the name that they have registered for that game on their Fenworks 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 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 12.

    11. Harassment

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

    12.Disciplinary Action

    If Fenworks decides that a Player has violated any of the Rules, Fenworks 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

    • Stoppage of the School from participating in one or more future competitions

    If a Player is suspended/banned by a Fenworks 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

    13. 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 Fenworks 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

    Fenworks 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 Fenworks 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.

  • Disclaimer

    This competition is not affiliated with or sponsored by Riot Games, Inc. or  the 2XKO Team. 

    1. Supported Platforms

    All official matches will be played on PC, PlayStation, or Xbox. 2XKO supports full cross-play between consoles. 

    2. Default Match Time & Match Format

    • See General Rules Section 1 for default match times.  

    • Regular Season: Each game consists of a best of 3, the overall format for all regular season matches will follow a best-of-5 format.   

    • Club Finals: TBD based on team numbers.  


    3. Players

    All official matches will be 2 vs 2 (a two-player team vs. another two-player team). Players can choose to play solo during the club season of 2KXO. Each player on each team will control their own fighter. A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least one player (the minimum) competes.  

    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.  

    2XKO does not have adjustable lobby settings

    • Teams will select “Play” and then invite their teammate to their group. The home team will then host the lobby by selecting “Private” in the mode select option and then clicking “Play.” 

    • The home team will then click “Private Lobby” in the bottom left corner and “Enable Joining by Code.” Then copy the code and send it to your opponents in the match chat. 

    • The away team will navigate to mode select, and choose “Private.” Copy the code into the given space then select join. 

    • Once all players are in the lobby, teams will join one of the set-ups in the private lobby ensuring they are sitting next to their teammate. 

    • Home team will select if they are player 1 or player 2 for the match.  

    5. Restrictions

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

    • Any champions, skins, or fuses disabled in ranked play are prohibited from use in official matches. 


    6. Stoppage of Play and Player Disconnects

    If a player disconnects in the lobby or champion select. The game should be restarted and wait for them to rejoin.

    If a player disconnects mid game, the game will continue if it stays active. If the game closes due to a disconnect, the team that had the disconnecting player loses that game in the match. 

    7. Game Reset

    If a player has internet connectivity issues that cause them to drop out of the game, they will lose that round. If they cannot rejoin, then they will lose that game. If they cannot return within five minutes, they will forfeit the match. 

    8. Outside Communication
    Teams/players may communicate with a coach before and after each game in the match and during the character and stage selection process. 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 2XKO should be reported as the rounds won by each team. 

    • Example:   

    • Match 1: 2-0   

    • Match 2: 1-2   

    • Match 3: 2-1   

  • 1. Platforms
    All official matches will be played on PC 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

    • Thursday at 6:00PM CT

    • Regular Season: All matches will follow a first-to-three format, with the first player to reach 3 points winning the match. A win is worth 1 point, and a draw is worth 0.5 points.

    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: 3|2 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 3 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

      • Game 5: 1-1

  • Disclaimer

    THIS EVENT IS IN NO WAY SPONSORED, ENDORSED, OR ADMINISTERED BY, OR OTHERWISE ASSOCIATED WITH, EPIC GAMES, INC. THE INFORMATION PLAYERS PROVIDE IN CONNECTION WITH THIS EVENT IS BEING PROVIDED TO EVENT ORGANIZER AND NOT TO EPIC GAMES, INC.

    BY PARTICIPATING IN THIS EVENT, TO THE EXTENT PERMITTED BY APPLICABLE LAW, PLAYERS AGREE TO RELEASE AND HOLD HARMLESS EPIC GAMES, INC., ITS LICENSORS, ITS AND THEIR AFFILIATES, AND ITS AND THEIR EMPLOYEES, OFFICERS, DIRECTORS, AGENTS, CONTRACTORS, AND OTHER REPRESENTATIVES FROM ALL CLAIMS, DEMANDS, ACTIONS, LOSSES, LIABILITIES, AND EXPENSES RELATED TO THE EVENT.

    1. Supported Platforms:
    All official matches will be played on PC, Xbox, PlayStation, or Nintendo Switch. This game supports cross-platform play. There will not be different leagues for different platforms. All teams will compete in the same league.

    2. Default Match Time and Match Format

    • Friday at 6:00PM CT

    • Each week, one battle royale lobby will be set up and all teams will compete in that lobby against one another.   

    • If there are more than 24 teams, Fenworks will create multiple lobbies/groups and divide all the teams based on region.

    3. Players
    All official matches will be played as zero build battle royale squads (a four-player team vs. 24 other four-player teams). If a team does not have their full roster, they can play the match if at least one player (the minimum) competes. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.

    4. Lobby Setup and Process
    Players and coaches will be given the lobby code to join 15 minutes before their match time via an email announcement.  The lobby will start at the scheduled time regardless and Fenworks will not wait for late players.  

    4.1 Gameday Procedure  

    • Login to Fortnite  

    • Ensure that you’re in the correct server. If not, go to settings, settings cog, and change server to: NA-EAST

    • Ensure the game mode is set to Zero Build - Battle Royale Squads (Unranked, No-Fill) 

    • On the bottom of the screen, you will see a “Custom Key” button  

    • Click on it and enter the daily Custom Key, which will be sent as mentioned above: IT IS CASE SENSITIVE 

    • Click Play 

    • If you get matchmaking errors still, restart the game and try again. 

    • After pressing play it'll enter you into the queue, which you can verify in the lower left corner of the play screen. Once you're at this point, you're good to go and just have to wait for the lobby to be started. 


    4.2 Game Settings

    • Linked in-game names on the Fenworks platform must be identical to their name shown in-game in Fortnite to receive a score

    • PLAYERS MUST NOT CHANGE THEIR IN-GAME NAMES DURING THE SEASON  

    • In order to compete within the arena a player’s account must be at Level 15 or above  

    • All emotes, dances, and tags disabled in ranked gameplay must be disabled for the competition  

    • Players may use any skin for their player character that abides with the Fenworks and the player’s school code of conduct   


    5. Restrictions

    5.1 Items
    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.  

    5.2 Not following Code of Conduct

    • Teaming: Players found to be “Teaming”, which is defined as intentionally working with another player to achieve a better result in a match, is not allowed. Any players found to be teaming will be disqualified from the match and are subject to disqualification from the league if more than one instance occurs.   

    • Excessive toxicity: some dancing is fine; however, if it is deemed toxic, that can/will result in a DQ for that match.   

    • The admin running the lobby will have the sole discretion to determine if players are teaming or engaging in toxic behavior.  

    6. Stoppage of Play and Player Disconnects
    It is up to players to ensure their internet connectivity to Fortnite servers during match time.

    Fortnite Zero Build - Battle Royale maps cannot be paused or restarted due to player disconnects. If a player disconnects, they will be scored based on the number of eliminations and their placement at the time of the disconnect, acting as if they were eliminated when they left the match.

    If there is a lobby crash, Fenworks/MNVL admin will instruct players what to do through the Platform match chat and on the Discord server.   

    7. Tiebreakers
    If the season ends in a tie for first place, the team with the most eliminations across the season wins the tiebreaker. If season eliminations are also tied, then the team with the most eliminations in a single week wins the tiebreaker.  

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

    9. Tactical Pauses
    Tactical pauses are not allowed, nor possible, in Fortnite Zero Builds - Battle Royale lobbies.

    10. Reporting Scores
    Scoring will be based on placement and number of eliminations. See the point dispersion below. Scores will be uploaded by Fenworks Admin after the match. You do not need to report scores yourself; an admin will do so for the whole lobby.   

    A team's top six scores out of eight lobbies will be counted over the season and used to determine playoff participants.  

    Eliminations:  

    • 1 point per elimination  


    Placement Points:   

    • 1st: 20 Points 

    • 2nd: 15 Points 

    • 3rd: 12 Points 

    • 4th: 10 Points 

    • 5th: 8 Points 

    • 6th: 5 Points 

    • 7th: 5 Points 

    • 8th: 4 Points 

    • 9th: 4 Points 

    • 10th: 3 Points 

    • 11th: 3 Points 

    • 12th: 3 Points 

    • 13th: 2 Points 

    • 14th: 2 Points 

    • 15th: 2 Points 

    • 16th: 1 Point 

    • 17th: 1 Point 

    • 18th: 1 Point 

    • 19th: 1 Point 

    • 20th: 1 Point 

  • Disclaimer

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

    1. Supported Platforms
    All official matches will be played on a PC.

    2. Default Match Time and Match Format

    • Tuesday at 5:00PM CT

    • Regular Season: All regular season matches will follow a best-of-3 format.

    • Playoffs and State: TBD based on team numbers.


    3. Players
    All official matches will be 3 vs. 3 (a three-player team vs. another three-player team). A match should start with all the players for each team present. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.

    3.1 Accounts
    Players must use their highest-ranked account when registering on the league platform and in all official matches. Players 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 the Code of Conduct and General Rules

    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 Draft
    All Drafting will take place using the in-game drafting system.

    4.2 Lobby Settings
    The Home team should create the lobby and invite their entire team. They should then add one player from the opposing team to the lobby. An alternate method is to create a lobby with a very unique password and communicate those details to the other team. Game lobbies will be created with the following settings.

    • ARAM

    • Game Type: Draft Mode

    • Map: Random Map

    • Team Size: 3

    • Allow Spectators : All

    • Spectator Delay: Add Delay


    4.3 Side Selection
    The home team will choose a side (Blue/Team 1 or Red/Team 2) for the first game, and the loser of the game will choose a side for the next game.

    5. 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.

    6. Stoppage of Play and Player Disconnects
    The game may only be paused for the following reasons:

    • Player disconnects before one minion has died

      • If this occurs, the game should be restarted

      • If this point of the game has occurred, then the disconnecting player will forfeit that game in the series


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

    8. 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.

    9. Reporting Scores
    Scores for League of Legends should be reported as a “1” for the winner for each game in the match

    • Example:

      • Game 1: 1-0

      • Game 2: 0-1

      • Game 3: 1-0

  • Disclaimer

    Wizards of the Coast and its affiliates have no liability of responsibility in relation to our tournament. 

    1. Supported Platforms

    All official matches will be played on PC or Mobile devices. 

    2. Default Match Time & Match Format

    • See General Rules Section 1 for default match times.  

    • Regular Season: All regular season matches will follow a best-of-5 format.   

    • Club Finals: 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.   

    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 Lobby Settings

    Official matches must use the following settings.  

    The home team/higher seed will issue the “Direct Challenge”. Both teams should communicate in the match chat their Display Name and #number (DisplayName#12345). Players can find their display name and #number in their profile or listed when clicking “Direct Challenge”. 

    • Home team will select direct challenge on the “Home” page. 

    • Home team will select “Format” ensuring the correct format is selected 

    • Then select their desired deck. 

    • Type the opponent’s name and click play. 

    • The Away team will get notified of the direct challenge, select their deck, and click play. 

    • Once both teams have clicked play, the match will begin. 


    4.2 Deck Selection

    • Players must select a legal deck to play for the entire match. 

    • Players are not allowed to swap decks between games in a match. 

    • The game will give each player the option to access their sideboard after each game in a match. Players are allowed to access swap cards from their sideboard between games. 

    5. Restrictions

    • Cards are restricted based on the format. Any cards not allowed by “Magic The Gathering Arena” are prohibited for official matches. 

    • Magic the Gathering Arena will alert players if their decks contain cards not legal to the format and not allow that deck to be played. 


    6. Stoppage of Play and Player Disconnects

     If a player has internet connectivity issues that cause them to disconnect from the game, the game should not be reset at any point.  

    In the event of a player disconnect, that player is able to reconnect at any time, but their turn timer will not stop. Their opponent should play the game out until their opponent is able to return or until they have won the game. If the player continues to be unable to connect, then they will forfeit the remainder of the series.  

    7. Outside Communication
    Teams/players may communicate with a coach before and after each game in the match and during the character and stage selection process. All coaches and other spectators may not speak with that team/player while a game is actively being played.   

    8. 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.  

    9. Reporting Scores
    Scores for MTG Arena should be reported as a 1 for a win and a 0 for a loss. 

    Example:   

    • Match 1: 1-0   

    • Match 2: 1-0   

    • Match 3: 0-1   

    • Match 4: 1-0   

  • Disclaimer
    Nintendo is not a sponsor of or affiliated with this tournament. Terms for participating in and viewing Community Tournaments using Nintendo Games can be found here.

    1. Supported Platforms
    All official matches will be played on the Nintendo Switch. Note: Players are strongly encouraged to play all matches with an ethernet adapter or from the same room as their internet router if Wi-Fi is being used to ensure the best quality of matches.

    2. Default Match Time & Match Format

    • Thursday at 6:00PM CT

    • All matches will be played as a best of 3 series.


    3. Players
    All official matches will be 4 vs 4 (a four-player team vs. another four-player team). Each player on each team will control their own cars, which amounts to eight cars in each race. A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least two players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has only two players on their team, your team can choose to have only two players participate instead of the full roster.)

    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 Lobby Settings: Official matches must use the following settings

    • 150cc race

    • Teams On

    • Normal Items

    • No COM (No computer bots. There should only be a max of eight racers in each match)

    • All Vehicles

    • 4 Races

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


    4.2 Track 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 player will choose a track, and the game will randomly select one of the tracks for that race. Once a track has been raced on, it cannot be re-selected or used later in any of the following games for the duration of the match. This means if one team selected Rainbow Road and it was chosen as the first track to race on in game 1, Rainbow Road cannot be selected again for the rest of the match.


    5. Restrictions

    • Miis and Amiibos are allowed in competitive play.

    • All vehicle configurations are allowed.

    • Any new karts or characters released once the season starts can be used.

    • Admin can modify the allowed vehicles/tracks with written notice to the league.

    • All in-game shortcuts are legal as long as they aren’t ultra shortcuts, wall clips, glitches, etc. (shortcuts that ruin a map or race). If you believe someone is not following the rule, a screenshot or video is required.


    6. Tiebreaker
    If a tie occurs based on points for a game, then a singular tiebreaker race will occur. The team with the most points from that game (all five races) is the winner. Each player will choose a track for the tiebreaker round, and the game will randomly select one of the tracks for the final race. Tracks already selected earlier in the match cannot be chosen for a tiebreaker.

    7. Stoppage of Play and Player Disconnects
    Stoppage of play may be called if a player disconnects during a race. The stoppage must be communicated to the other team via the League Platform chat, voice channels, or Discord. The current race will be paused for up to five minutes while that player attempts to reconnect. After the disconnected player rejoins, then the match will continue. If the disconnected player cannot or hasn’t rejoined after five minutes, the race 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 points for 1st-4th place and the hosting team will receive points for 5th-8th 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. 

    During a game, if players on the same team intentionally disconnect and bring the number of players under the minimum number, that team will forfeit the remainder of the game to the opposing team unless a stoppage of play has been communicated.

    8. Outside Communication
    Teams/players may communicate with a coach before and after each game in the match and during the character, kart, and track selection. 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. Scoring and 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:10 points

    • 2nd place: 8 points

    • 3rd place: 6 points

    • 4th place: 5 points

    • 5th place: 4 points

    • 6th place: 3 points

    • 7th place: 2 points

    • 8th 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: 123-72

    • Game 2: 125 -109

  • 1. Supported Platforms
    All official matches will be played on PC, Xbox, or PlayStation. This game supports cross-platform play. There will not be different leagues for different platforms. All teams will compete in the same league.  

    2. Default Match Time and Match Format

    • Tuesday at 5:00PM CT 

    • All matches during will be a best-of-3 format.


    3. Players
    All official matches will be 6 vs. 6  (a six-player team vs. another six-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 4 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the match.

    If the team with a full roster would like to play shorthanded to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has four players on their team, your team can choose to have only four players participate instead of the full roster.)

    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 Lobby Settings
    Official matches must use the following settings.

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

    • Lobby: Custom Game -> Create 

    • Type: Tournament Room 

    • Details: Lock Room  

    • Game Name and Password: Team Choice 

    • Join access: Invitation Only 

    • Join During Battle: Allow 

    • Spectator Access: No Spectating  

    • This setting may be changed to “Friends Only” if both teams agree 

    • Ban/Pick Settings: Tournament (Advanced)

    • Format: 3 

    • Pause Permissions: Both boxes should be unselected. No pause permissions allowed 

    • Autopause on Player Disconnect: On 

    • Move permission: All 

    • Costume Customize Visibility: Visible to all 

    • No Bots 

    • Map: Competitive 

    • Default Maps: Select a map based on the map selection process below. Do not choose multi-select as it will randomize the next map.  


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

    • Northern Virginia (Default)

    • Dallas

    • Oregon

    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


    4.3 Map Pool
    The following maps are available for official matches. If a new map is released into the ranked pool, the new map pool will go into effect two weeks after the maps release. This ruleset will always have the active pool, so if you are in doubt if a new map is available to play refer to the posted ruleset on the day of your match:

    • Domination:

      • Intergalactic Empire of Wakanda: Birnin T’Challa 

      • Hellfire Gala: Krakoa 

      • Hydra Charteric Base Hell’s Heaven 

      • Klyntar: Celestial Husk 

    • Convergence:

      • Intergalactic Empire of Wakanda Hall of Djalia 

      • Klyntar Symbiotic Surface 

      • Empire of Eternal Night Central Park 

      • K'un-Lun Hearth of Heaven

    • Convoy:

      • Tokyo 2099 Spider-Islands 

      • Yggsgard Yggdrasill Path 

      • Empire of Eternal Night Midtown 

      • Hellfire Gala: Arakko  

      • Museum of Contemplation


    4.4 Map Selection (Bo3)

    • The match plays in the following order: Convoy > Convergence > Domination

    • Home team selects if they are Team A or Team B  

    • Team B bans a Convoy map 

    • Team A picks a Convoy map for Game 1 

    • The winning team for Game 1 bans a Convergence map 

    • The losing team for Game 1 selects one of the remaining Convergence maps for Game 2 

    • The winning team for Game 2 bans a Domination map 

    • The losing team for Game 2 selects one of the remaining Domination maps for Game 3 

    • In the event the convergence match ends in a draw, a tiebreaker domination game will be played 

    • The domination map that will be played for the tiebreaker will be selected at random from the unplayed Domination maps. To do this, teams should click the checkbox next to “multi-select” in the map selector tool and then select the unplayed Domination maps, then launch the game.  


    4.5 Side Selection

    • Side Selection is not currently available as part of Marvel Rivals custom matches, and will be randomly selected by the game.

    5. Restrictions

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

    • If a hero gets disabled in the in-game ranked mode, the hero will not be allowed until they are enabled once again.


    6. Stoppage of Play and Player Disconnects
    In the event of a disconnect once a game/map has been started, the game may be paused for up to 5 minutes per team to allow the player to reconnect. Pauses cannot be initiated if combat is in progress; teams who request the pause should disengage from combat before pausing the game. A disconnected player may rejoin at any point in the match as long as they were one of the original six players when the match began.  

    If there is a disconnect between maps in a series, one team can request a pause for up to five minutes while they wait for the disconnected player to return. A substitute player listed on the team’s roster on the Fenworks Platform may sub in between maps in a series, but not during active gameplay on a map. 

    7. Outside communication
    Teams/players may communicate with a coach before and after each game in the match, during hero selection, and during the map ban process. All coaches and other spectators may not speak with that team/player while a game is actively being played. 

    8. Tactical Pauses
    There is not a pause feature for Marvel Rivals.

    9. Reporting Scores
    Scores for Marvel Rivals should be reported as a 1 for a win and a 0 for a loss.

    • Example:

      • Game 1: 1-0

      • Game 2:  0-1

      • Game 3: 1-0

  • 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 will be used.

    2. Default Game Time and Match Length

    • Monday at 6:00PM CT

    • All matches will be played as a best of 3 series.


    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 matches will be played on MNVL/Fenworks official servers. The 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.     

    • Aqueducts

    • Archipelago

    • Caverns

    • Dragon

    • Jungle


    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
    Before loading into a map, communicate with the opposing team using the Minecraft server chat or Fenworks Platform chat and execute the map selection process from section “5. Map Selection”

    • Once you have decided on the map, both captains must queue for that particular map using the 2v2 NPCs in the Bedwars lobby sections (Lobby 1 and Lobby 2) of the Minecraft server.

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

      • 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.

    • Once loaded in, use the team selector tool in the pregame lobby to choose either blue or red team. Default colors are blue for the home team, and red for the away team. Side selection does not give an advantage and thus if wrong colors are selected the match will still be valid and should be played as normal. 

    • Once all players are loaded onto the map, a countdown will start. Once it reaches zero, the match will start, and game one will begin, and players will spawn at their base

    • 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, 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. No items or armor are allowed in the match; both players should have nothing but a short sword. If a player uses an illegal item in the arena will cause an automatic loss. 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. 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.

    13. 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

  • 1. Supported Platforms

    All official matches will be played on Nintendo Switch or mobile devices (iOS & Android). This game supports cross-platform play. There will not be different leagues for different platforms. All teams will compete in the same league.   

    2. Default Match Time and Match Format

    • Default game time is Friday at 6:00PM CT  

    • All matches will be a best-of-3 format. 


    3. Players

    All official matches will be 5 vs. 5  (a five-player team vs. another five-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 3 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the match.   

    If the team with a full roster would like to play shorthanded to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has four players on their team, your team can choose to have only four players participate instead of the full roster.) 

    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 Lobby Settings 

    The home team will create the lobby and invite the away team.  

    The lobby must have the following settings:   

    • Custom Tournament Lobby 

    • Held items: Max grade 

    • Held items: All unlocked 

    • Unite licenses: All unlocked 

    • Battle items: All unlocked 

    • Server: Auto 

    • All Matches will use Draft Pick 


    5. Ties

    In the situation a game ends in a Draw, the team that reached the tied score first wins as decided in-game by Pokémon Unite. 

    6. Restrictions

    - New Pokémon (or Mega Evolutions) are not allowed to be played until two weeks after their release   

    7. Stoppage of Play and Player Disconnects

    Stoppage of play is not permitted during a game. Pokémon Unite does not have a built-in pause feature. If a player is unable to load into the game until after it has already started, then the game will be restarted. 

    If there is a disconnect between games in a series, one team can request a pause for up to five minutes while they wait for the disconnected player to return. This must be communicated to the opposing team in the match chat on the Fenworks platform. A substitute player listed on the team roster may sub-in between games in a series, but not during an active game. 

    8. Outside Communication

    Teams/players may communicate with a coach before and after each game in the match, during the draft process, and tactical pauses. 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 and cannot happen during gameplay as there is no in-game pause feature. 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 in the match chat on the Fenworks platform.   

    10. Reporting Scores

    Scores for Pokémon Unite should be reported as the final points for each game in the match.   

    Example:   

    • Match 1: 320 - 290   

    • Match 2: 310 - 443   

    • Match 3: 436 - 378  

  • 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. This event is not sponsored, endorsed, or administered by Epic Games, Inc.

    1. Supported Platforms
    All official matches will be played on PC, Xbox, PlayStation, or Nintendo Switch. This game supports cross-platform play. There will not be different leagues for different platforms. All teams will compete in the same league. 

    2. Default Match Time and Match Format

    • Thursday at 5:00PM CT

    • All matches will follow a best-of-5 format.


    3. Players
    All official matches will be 1 vs. 1 (a one-player team vs. another one-player team). A match should start with all the players for each team present. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.  

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has one player on their team, your team can choose to have only one player participate instead of the full roster.) 

    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 Lobby Settings
    Official matches must use the following settings.

    The home team will create the lobby. The away team will choose the color for each team (orange or blue), which will remain the same for the entire match. The default arena played is DFH Stadium. Teams are free to change the arena if both agree, and it is playable according to the 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 found below.

      • Team Size: 1v1

      • Bot Difficulty: No Bots

        Team Settings

      • Your team's name should match the side and color determined above

      • 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

    • Other Settings:

      • Respawn Time: 3 seconds

      • Region: As decided on in 4.3.

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


    4.2. 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)

    • Farmstead

    • Forbidden Temple (Day)

    • Mannfield

    • Mannfield (Night)

    • Mannfield (Snowy)

    • Mannfield (Stormy)

    • Neo Tokyo

    • Neon Fields

    • Sovereign Heights

    • Salty Shores

    • Starbase ARC

    • Urban Central

    • Urban Central (Dawn)

    • Urban Central (Night)

    • Utopia Coliseum

    • Utopia Coliseum (Dusk)

    • Utopia Coliseum (Snowy)

    • Wasteland

    • Wasteland (Night)


    4.3. Server Regions:
    The following server regions are available for use in official matches:

    • US-East (Default)

    If the server has issues, both teams can agree to play on another server, such as US-Central. In that case, the server region that gives the lowest ping for players should be chosen. If there is a disparity in ping among players the home team will select the region for game 1 in the match, and then the server region will alternate each game.

    5. Restrictions

    5.1 Garage Customizations
    Any toppers, antennae, goal explosions, bodies, decals, wheels, rocket boosts, trails, or engine audios that are currently disabled in competitive 3v3 queues are not permitted for use in official matches. All others are permitted.

    5.2. Leaving and Rejoining:
    Leaving and rejoining with the intention to change your placement in the arena is considered cheating and is not allowed.

    6. Stoppage of Play and Player Disconnects
    The game will be restarted if a player disconnects from the game less than 30 seconds into the match or before the first goal is scored. If either of these events has occurred, the game will continue.

    7. 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. 

    8. 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.

    9. Reporting Scores
    Scores for Rocket League should be reported as total goals scored for each game in the match.

    • Example:

      • Game 1: 4-2

      • Game 2: 1-2

      • Game 3: 3-1

      • Game 4: 3-1

  • Note: Players are strongly encouraged to play all 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.

    What is a crew battle?

    Players from the opposing teams take turns fighting in 1v1 matches, with the winner of a match carrying their remaining stock(s) to face the next member of the opposing team. Stocks lost by the winning player in a previous match are subtracted from the player's stocks by self-destructing (SD) at the beginning of the next match. For example, there are two teams, A and B, and they are playing with three stocks for each player. If Player A defeats the other team's Player B with two stocks remaining, they would need to SD until only two stocks remain for the next match against the second member of Team B, Player B2, who starts with a full three stocks. This process continues until one crew runs completely out of stocks, in which case the other crew is declared the winner.

    1. Supported Platforms

    • Nintendo Switch


    2. Default Match Time and Match Format

    • Monday at 5:00PM CT

    • Matches are played as a best of 1 in the regular season, playoffs, and finals.

    3. Players
    All official matches will be 3 vs. 3 (a three-player team vs. another three-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 2 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has two players on their team, your team can choose to have only two players participate instead of the full roster.)

    4. Lobby Setup and Process
    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.

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

    • Teams select which Player will play first. 

    • Players select their characters (blind). Teams will select the first stage by striking from the set of starter stages in Section 4 in the following order: home team strikes a stage, away team strikes two stages, home team strikes a stage. The remaining stage is used for the first match. Stage strikes only affect the first match and are removed in consecutive matches (i.e. stages striked for game 1 can be played in the other matches in the series).

    • The Players play the first game of the set.

    • Winning Player of the preceding game strikes three stages from the list of starter or counterpick stages from sections 4/5. The oncoming Player of the losing team picks a remaining stage for the next game.

    • The winning Player of the preceding game must stay as the character they played in the previous game.

    • The Winning player forfeits their stocks lost in the previous game. For example, if you had one remaining stock in Game 1, you forfeit two stocks in Game 2 so you only have one stock remaining.

    • Repeat Steps 2 through 7 for all subsequent games until the set is completed.


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

    • Battlefield

    • Small Battlefield

    • Pokémon Stadium 2

    • Town and City

    • Smashville


    4.3 Counterpick Stages

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

    • Final Destination

    • Kalos Pokemon League

    • Yoshi’s Story


    5. Restrictions

    5.1 DLC Fighters
    DLC Fighters are prohibited from being used in official matches for the first two weeks of their release. After the two-week restriction has passed, a DLC Fighter will be used in official matches.

    5.2 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 move set 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.

    5.3 Amiibo
    All amiibo figures are prohibited from being used in official matches.

    5.4 Stages
    Only the stages listed in sections 4.3 and 4.4 are allowed. All other stages are prohibited from being chosen in official matches. Using the Omega or Battlefield version of any legal stages is also prohibited.

    6. Self-Destruct Finishes and Sudden Death

    6.1 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.

    6.2 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. Stoppage of Play and Player Disconnects
    Stoppage of play is not permitted during a game.  

    Players unplugging their controller at any time, accidentally or intentionally, will result in a forfeiture of the game and potentially the match. If a player's controller malfunctions during a game, it is the player's responsibility and will not force a game/match to restart.  

    During a game, if players on the same team intentionally disconnect and bring the number of players under the minimum number, that team will forfeit the remainder of the game to the opposing team unless a stoppage of play has been communicated. 

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

    9. 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.

    10. Scoring and Reporting Scores
    Scores for Super Smash Bros should be reported as the total remaining stock score (stocks remaining for each team).

    • Example:

      • Match 1: 4-0

  • Disclaimer
    This competition is not affiliated with or sponsored by Riot Games, Inc. or VALORANT Esports.

    1. Supported Platforms
    All official matches will be played on PC. Games on any other console will not be allowed. 

    2. Default Match Time and Match Format

    • Friday at 5:00PM CT

    • All matches for regular season will be played as a best-of-1 series.


    3. Players
    All official matches will be 5 vs. 5 (a five-player team vs. another five-player team). A match should start with all the players for each team present. If a team does not have their full roster, they can play the match if at least 3 players (the minimum) compete. If a team does not have the minimum number of players, they will forfeit the game and potentially the match.

    If the team with a full roster would like to play shorthand to match the number of players on the opposing team, they can but are not required to. It is up to their sole discretion to do so. (For example, if the opposing team has three players on their team, your team can choose to have only two players participate instead of the full roster.)

    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 Lobby Settings Official matches must use the following 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


    4.2 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


    4.3 Map Pool
    The following maps are available for official matches:

    • Abyss

    • Bind

    • Breeze

    • Corrode

    • Haven

    • Pearl

    • Split


    4.4 Map Selection (Bo1)

    • 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


    5. Restrictions

    • Blood and bodies must be disabled in the in-game settings

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

    • New Guns are allowed immediately upon release

    • If a character/map/gun gets disabled in the in-game ranked mode, those will not be allowed


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

    The game may only be paused for the following reasons:

    • Player Drop

    • Player Disconnect

    • Server Crash

      Technical Issues

    • Fenworks/MNVL Admin Requests

    Stoppage of play may be requested anytime for the above reasons but cannot start if combat is happening or after the spike has been planted. The team initiating a pause must declare why they need one in chat. Each team will have 5 total minutes of pause time per map. Consent from both teams must be given before the match is un-paused.

    7. Outside communication
    Teams/players may communicate with a coach before and after each game in the match, during agent selection, the map ban process, and during the tactical pause (TO function). All coaches and other spectators may not speak with that team/player while a game is actively being played. 

    8. Tactical Pauses
    Teams are allowed to call one timeout “TO” per half of a game by using the in-game timeout feature during the buy phase but not during gameplay. Each TO is 1 minute. These 2 minutes do not count against any technical pauses a team may call during the game (refer to section 6, Stoppage of Play). Only coaches and in-game players may talk during this TO. Please contact a Fenworks Admin immediately if there is suspicion a team is abusing this feature.

    9. Reporting Scores
    Scores for VALORANT should be reported as the round scores for each game in the match.

    Example:

    • Game 1: 13 - 8