MNVL Rules Handbook

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

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

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

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

    The default weekly game time for games are as follows:


    SPRING 2024

    Monday -

    • 5pm: SSBU 3v3 Crew Battles

    • 6pm: Minecraft 4v4

    Tuesday -

    • 5pm: Smite

    • 6pm: Club SSBU 1v1

    Wednesday -

    • 5pm: Valorant

    • 6pm: Chess

    Thursday -

    • 5pm: Rocket League 3v3

    • 6pm: Club Mario Kart 8

    Friday -

    • 5pm: Club Fortnite: No Builds BR

    *Titles are subject to change

    2. Season Structure

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

    2.1 Regular Season League Formats

    • Swiss / Queue System Swiss

    • Round Robin / Double Round Robin

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

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

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

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

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

    Fall 2023

    • Super Smash Brothers Ultimate 1v1: Top 32 Players

    • Minecraft Bedwars 2v2: Top 16 Teams

    • League of Legends: Top 8 Teams

    • Varsity Valorant: Top 8 Teams

    • Rocket League 2v2: Top 16 Teams

    • Fortnite 2v2: Top 16 Teams

    Spring 2024

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

    • Minecraft 4v4: Top 16 Teams

    • Smite: Top 8 Teams

    • Valorant Open: Top 8 Teams

    • Varsity Rocket League 3v3: Top 16 Teams

    • Chess: Top 16 Players


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

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

    • Fall

      • Rocket League 2v2

      • Minecraft 2v2

      • Fortnite 2v2

    • Spring

      • Rocket League 3v3

      • Minecraft 4v4

    Titles that will be a single elimination tournament:

    • Fall

      • Valorant Varsity

      • League of Legends

    • Spring

      • Smite

      • Club Fortnite: No Builds*

      • Valorant Open

    Titles that will be a double elimination tournament:

    • Fall

      • Super Smash Brothers 1v1

      • Club Street Fighter

      • Club Chess

    • Spring

      • Varsity Super Smash Brothers 3v3 Crew Battles

      • Chess

      • Club SSBU 1v1

      • Club Mario Kart 8


    3.1 Tiebreakers

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

    Standings Score will be calculated with the following values:

    • Win by Play: 4 points

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

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

    • Tie: 2 points

    • Loss by Play: 1 points

    • Loss by Forfeit: 0 points

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

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

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

    Scores will be reported using the Leaguespot score reporting tool

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

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

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

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

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

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

    • School holidays

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    • Gang Affiliation

    • Drugs (including alcohol and tobacco)

    • Sexual Material

    • Offensive Material

    • Politically Charged Symbols/Images

    • Homophobic or Racially Insensitive Material

    This includes our Discord community.

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

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

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

    • Verbal Warning

    • Game and/or Match forfeiture

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

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

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

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

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

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

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

  • 1. League Structure - Open

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

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

    Divisions will be determined by the following considerations:

    • Region/Location


    1.3 Season

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

    1.4 Format

    Open leagues use the following formats:


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

    2. League Structure – Varsity

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

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

    Divisions will be determined by the following considerations:

    • Region/Location


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

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

    2.4 Format

    Varsity leagues use the following formats:

    • Round Robin

    • Double Round Robin


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

    3. League Structure - Junior Varsity

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

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

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

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

    3.4 Format
    Junior varsity leagues use the following formats:


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

    4. League Structure - Club

    4.1 Teams
    Schools are allowed to field unlimited Club teams.

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

    4.3 Season

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

    4.4 Format
    Club leagues use the following formats:


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

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

    For example:

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

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

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


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

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

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

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

    What is a crew battle?

    Players from 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, say there were two teams, A and B, and were 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 Game Time & Match Length

    Default game time is 5pm on Mondays.

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

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

    • Type: Host preference

    • Visibility: Friends

    • Format: 1-on-1

    • Rules:

      • Style: Stock

      • Stock: 3

      • Time Limit: 7 minutes

      • FS Meter: Off

      • Damage Handicap: Off

      • Items: Off and None

      • Stage Hazards: Off

      • Launch Rate: 1.0x

      • Pausing: Off

      • Score Display: Off

      • Show Damage: Yes

    • Rotation: Host preference

    • Max Players: 2

    • Stage: Choice

    • Spirits: Off

    • Voice Chat: Off

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

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

    1. Teams select which Player will play first, which character they will play, and announce both to the opposing team in the Leaguespot match chat. The home team will announce first.

    2. 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 starter 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 be played in the other matches in the series).

    3. The Players play the first game of the set.

    4. 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.

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

    6. 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.

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



    5. Starter Stages

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

    • Battlefield

    • Kalos Pokemon League

    • Pokémon Stadium 2

    • Town and City

    • Smashville


    6. Counterpick Stages

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

    • Final Destination

    • Small Battlefield

    • Hollow Bastion

    If Battlefield or Final Destination are chosen, players may use Battlefield or Omega variations (respectively) of permitted stages listed below. If Battlefield or Final Destination are chosen as a result of stage striking before the first game, the higher seeded player may choose a Battlefield or Omega variant (respectively) from the list below. If Battlefield or Final Destination are chosen by the loser of the previous game to be played next, that player may choose a Battlefield or Omega variant (respectively) from the list below. Only the following stages are permitted to be used as variants:

    • Arena Ferox

    • Battlefield

    • Castle Siege

    • Corneria

    • Delfino Plaza

    • Dream Land

    • Final Destination

    • Frigate Orpheum

    • Great Plateau Tower

    • Halberd

    • Kalos Pokémon League

    • Kongo Falls

    • Kongo Jungle

    • Lylat Cruise

    • Moray Towers

    • New Donk City Hall

    • Peach’s Castle

    • Pokémon Stadium

    • Pokémon Stadium 2

    • Reset Bomb Forest

    • Skyworld

    • Smashville

    • Super Happy Tree

    • Suzaku Castle

    • Town & City

    • Umbra Clock Tower

    • Venom

    • Yoshi’s Island (Brawl)

    • Yoshi’s Story


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

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

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

    • Stock: 1

    • Stock & Time: 3 minutes


    9. Restrictions

    9.1 DLC Fighters

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

    9.2 MII Fighters

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

    9.3 Amiibo

    All amiibo figures are prohibited from use in official matches.

    9.4 Stages

    Alternate forms to the stages listed in sections 5 or 6 are prohibited from play in official matches.

    10. Stoppage of Play

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

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

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

    11. Player Count

    Matches are played as three versus three. The three players that are checked in on the Leaguespot match page must be the same to participate in the match (substitutions are not allowed once players are checked in). In the case of state finals, substitutions are allowed between matches, but not during a match.

    12. Outside Communication

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

    12. 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.

    13. Reporting Scores
    Scores for Super Smash Bros should be reported as the stock score (stocks remaining) for each match in the series

    • Example:

      • Match 1: 4-0

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

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

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

    3. Players
    All official MNVL matches will be 4v4 (four-player team vs another four-player team). A match must be started with all four players for each team present. Should a team not have their full four player roster they have the option to play the match at a reduced player count.

    4. Game Server​
    All official MNVL matches will be played on the MNVL server. The server address will be given to all participants once they have paid for and been added to the league. This server will have a whitelist made from all participants' gamertags that they have added to their Leaguespot profile.

    5. Map Selection
    There will be five maps available for official MNVL matches. The away team will ban two maps, and the home team will select which of the remaining three maps will be chosen. After the first match is played, the losing team will choose the next map. For playoffs, the higher seed will act as the home team and the lower seed will act as the away team.

    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.

    ​Maps:

    • 4v4:​

      • Ys Island​

      • Archipelago

      • Aqueducts

      • Jungle

      • Dragon


    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 addons 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.

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

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

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

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

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

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

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

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

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

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

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

    11. Anti Griefing Clause
    The intentional use of exploits, bugs, or using features on the MNVL server in a way that they are not intended is considered griefing. Instances of griefing will be subject to league penalties as outlined in General Rules section 1.9. 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 during the ban process before the match and in between matches, not during gameplay.

    13. 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.

    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

  • The MNVL Spring 2024 Smite season is sanctioned by Hi-Rez Studios, and thus every player that registers will receive a free God Pack unlocking all characters for play, a choice of a free skin from the two offered by Hi Rez, and the top 8 teams will split a 100,000 Smite Gem prize pool!

    1. Supported Platforms

    • PC

    • Playstation

    • Xbox

    • Nintendo Switch

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


    2. Default Game Time and Match Length

    Default game time is 5pm on Tuesdays

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

    3. Game Lobby
    The Home Team should set up the lobby and invite the away team. The lobby must have the following settings:

    • Use "Ranked"

    • Mach Type: Conquest

    • Team Size: 5v5

    • Player Pick: Draft-Conquest

    • Starting Level: 1

    • Starting Gold: 1500

    • Pause Type: Vote Only

    • Bank Time: 0

    • Spawn Lane Minions: On

    • Region: North America

    The password must be exchanged via Leaguespot or Discord to the opposing team captain

    • Default Values for all Advanced settings

    • The ‘Allow Spectators’ feature must be set to ‘On’


    4. Picks & Bans

    • The home team will have the right to select whether it is Team A or Team B for game 1 of the series. The losing team will select to be Team A or B in all subsequent games of that series.

    • Picks and Bans will be in the following order

      • Bans A-B-A-B-A-B

      • Picks A-B-B-A-A-B

      • Bans B-A-B-A

      • Picks B-A-A-B

    • All picks and bans must be executed through the automated process with the Game client, and any use of chat or other alternative methods to conduct picks and bans is prohibited.

    • If a team fails to ban one or more Gods during the allotted banning time, then that team forfeits its right to those bans.

    • If a player fails to pick a God during the allotted picking time, the lobby will be remade and all Gods must be banned and picked in the same order.


    5. Restrictions

    • New gods are banned for two weeks after their release. After two weeks have passed they are eligible for play.


    6. Stoppage of Play
    The pause system may be used for the following reasons:

    • The pause system, when activated, will freeze time for all players in a particular game. The pause system may be used for the following reasons:

      • A player disconnects

      • Server crash

      • Technical issues

      • MNVL admin requests

      • Tactical reasons

    • Each team may pause a game up to a maximum of one time on the team's own behalf. Each pause’s duration shall be restricted to a maximum of 1 minute

    7. Player Count
    Both teams participating in a match must provide 5 players at the beginning of the first game, and for each consecutive game. Should a team only have 4 players the team with more players present can agree to play the match under the following circumstances:

    • Playing a 4v4

    • Playing a 5v4

      • This will require using the custom mode “Default” with match type of “Conquest” and player pick as “Blind Pick”

      • In this case, team captains will need to “Simulate” a draft by declaring their bans and picks verbally to their opponents, and then having teammates lock in gods as they are selected by team captains.

      • Once the draft is complete, you can start the match as a 5v4

    During a game, if a team should lose 2 players that have disconnected with the intention of no longer playing in the match at the same time, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required amount of players for additional games in the series, then they will forfeit the remainder of the match.

    8. Outside Communication
    Teams may have communication with a coach only during the drafting portion of the match and in between matches in a set.

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

    • Example:

      • Match 1: 1-0

      • Match 2: 0-1

      • Match 3: 0-1

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

    1. Supported Platforms

    • PC

    2. Default Game Time and Match Length

    Default game time for Valorant is Wednesday at 5pm

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

    3. Game Lobby

    3.1 Settings

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

    • Lobby: Custom (closed)

    • Mode: Standard

    • Allow Cheats: Off

    • Tournament Mode: On

    • Overtime win by Two: On

    3.2 Server Region

    The following regions are available to choose from:

    • US CENTRAL (Illinois)

    • US CENTRAL (Georgia)

    • US CENTRAL (Texas)

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

    • Home team bans a region

    • Away team bans a region

    • The remaining region is used

    3.3 Map Pool

    The following maps are available for official matches:

    • Ascent

    • Bind

    • Breeze

    • Icebox

    • Lotus

    • Split

    • Sunset


    3.4 Map Selection

    Best of 1 series:

    Home team chooses if they are Team A or Team B

    • Team B bans a map

    • Team A bans a map

    • Team B bans a map

    • Team A bans a map

    • Team B bans a map

    • Team A chooses from the remaining 2

    Team B chooses which side they start on

    Best of 3 series:

    • Team A bans 1 Map

    • Team B bans 2 Maps

    • Team A picks Map 1

    • Team B picks sides for Map 1

    • Team B picks Map 2

    • Team A picks side for Map 2

    • Team A picks Map 3

    • Team B picks sides for Map 3

    4. Restrictions

    • Blood must be disabled in the in-game settings

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

    5. Stoppage of Play

    To pause the match, push esc and navigate to the “cheats” menu

    The game may be paused for the following reasons only:

    • Player Disconnect

    • Server Crash

    • Technical Issues

    • MNVL Admin Requests

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

    6. Player Count

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

    7. Outside Communication

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

    8. Tactical Pauses

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

    9. Reporting Scores

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

    • Example:

      • Match 1: 13-8

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

    • PC

    • Mobile App


    2. Default Game Time & Match Length
    Default game time is Wednesdays at 6pm.

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

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

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

    • Time: 5|5 Min

    • Type: Standard

    • Rated: Off


    5. Sides
    The home team/player will have selection of side (White or Black) for the first match of the series. After the first match has been played, the losing player will have side selection for the following match.

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

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

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

    • Example:

      • Match 1: 1-0

      • Match 2: 0-1

      • Match 3: 1-1

      • Match 4: 1-0

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

    1. Supported Platforms

    • PC

    • Xbox

    • Playstation

    • Nintendo Switch

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

    1.1 Default Game Time and Match Length
    Default game time is Thursdays at 5pm.

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

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

    The game settings should be set to the following:

    • Game Mode: Soccar

    • Arena: DFH Stadium OR another arena agreed upon by both teams from the list in 1.3.

    • Team Size: 3v3

    • Bot Difficulty: No Bots

    Team Settings

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

    • Primary and accent colors should be set to Default

    Mutator Settings

    • Preset Settings: Custom

    • Match Length: 5 minutes

    • Max Score: Unlimited

    • Overtime: Unlimited

    • Series Length: 5 games

    • Game Speed: Default

    • Ball Max Speed: Default

    • Ball Type: Default

    • Ball Physics: Default

    • Ball Size: Default

    • Ball Bounciness: Default

    • Boost Amount: Default

    • Rumble: None

    • Boost Strength: 1x

    • Gravity: Default

    • Demolish: Default

    Respawn Time: 3 seconds

    Region: As decided on in 1.4.

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

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

    1.3. 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)

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

    • US-East

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

    2. Restrictions

    2.1. 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.

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

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

    4. Players
    Both teams must provide 3 players at the beginning of the first game, and 2 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. If a team does not have 2 or more players for additional games in the series, then they will forfeit the remainder of the match.

    5. 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. During LAN, coaches may also speak to their teams during goal replays.

    6. 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.

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

    • Example:

      • Match 1: 4-2

      • Match 2: 1-2

      • Match 3: 3-1

      • Match 4: 3-1

  • 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
    Default game time is 6pm on Tuesdays.

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

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

    • Type: Host preference

    • Visibility: Friends

    • Format: 1-on-1

    Rules:

    • Style: Stock

    • Stock: 3

    • Time Limit: 7 minutes

    • FS Meter: Off

    • Damage Handicap: Off

    • Items: Off and None

    • Stage Hazards: Off

    • Launch Rate: 1.0x

    • Pausing: Off

    • Score Display: Off

    • Show Damage: Yes

    • Rotation: Host preference

    • Max Players: 2

    • Stage: Choice

    • Spirits: Off

    • Voice Chat: Off

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

    4. Stage Selection

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

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

    2. P1 strikes a starter stage

    3. P2 strikes a starter stage

    4. P2 strikes a starter stage

    5. P1 strikes a starter stage

    6. The remaining starter stage is played on for Game 1

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

    8. The losing player will select the next stage from those remaining

    5. Starter Stages

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

    • Battlefield

    • Small Battlefield

    • Town & City

    • Pokémon Stadium 2

    • Smashville


    6. Counterpick Stages

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

    • Kalos Pokémon League

    • Final Destination

    • Hollow Bastion


    7. Self-Destruct Finishes

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

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

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

    • Stock: 1

    • Stock & Time: 3 minutes

    9. Restrictions

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

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

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

    9.4 Stages
    Alternate forms to the stages listed in section 5 or 6 are prohibited from play in official matches.

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

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

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

    11. Player Count

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

    12. Outside Communication

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

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

    • Example:

      • Match 1: 1-0

      • Match 2: 2-0

      • Match 3: 0-1

      • Match 4: 3-0

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

    1. Supported Platforms:

    • 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 Fridays at 5pm

    One battle royale lobby will be run each week during the regular season. During the club finals three battle royale lobbies will be run.

    3. Game Lobby

    Players will be given the lobby code to join each Friday at 4:45pm via a Leaguespot announcement, which will be on the Fortnite Leaguespot league page, and it will be sent via email to all participants and their coaches.

    3.1 Gameday Procedure

    • Login to Fortnite

    • Ensure that you’re in NA-EAST

    • If not go to settings, settings cog, and chance server to NA-EAST

    • Ensure the game mode is set to Zero Build - Battle Royale Solo (unranked)

    • 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.


    3.2 Game Settings

    • Teams will compete using the Custom Arenas

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

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

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

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

    4. Match Format

    Each lobby will be run as 100 player Zero Build: Battle Royale Solos. The lobbies will be created and run by MNVL admin. Scoring will be added across the entire season, including the three lobbies of Club Finals night for a total of ten lobbies. The top point scorer across all ten lobbies will be crowned the Club Champion.

    Scoring will be based on placement and amount of eliminations. See the point dispersion below:

    Eliminations: 1 point

    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

    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

    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 amount of eliminations and their placement at time of the disconnect, acting as if they were eliminated when they left the match.

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

    7. Player Count

    “SOLO” matches are played without teammates, meaning that only one player may participate in the match

    8. Disqualifications:

    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.

    9. Players

    MNVL Club Fortnite Zero Build - Battle Royale will have a registration cap of 100 players based on a first come first serve basis. The first 100 players to register will be admitted to the league.

    Due to size restrictions of the league, for the first season of Club Fortnite MNVL will restrict schools to having a maximum of five players per school participating.

    Matches will be played as 100 player solo lobbies. If not all players are present at the start of the match, then it will be played with the amount of players present at the 5pm start time.

    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

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

    12. Ties

    In the situation that the season ends in a tie for first place, the player with the most eliminations across the season wins the tiebreaker. If season eliminations are also tied, then the player with the most eliminations during the three club finals matches wins.

    13. Reporting Scores

    Scores for Fortnite Battle Royales are scored automatically by Leaguespot. You do not need to report scores yourself, an admin will do so for the whole lobby.

  • 1. Supported Platforms

    • Nintendo Switch

    2. Default Game Time & Match Length

    The default game time for Club Mario Kart 8 is Thursday at 6pm

    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, playoffs, and finals.

    3. Game Lobby

    • 200cc 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 maps are playable for official MNVL matches.

    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

    Miis and Amiibos are allowed in competitive play.

    All vehicle configurations are allowed.

    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.

    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.

    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

    Scores for Mario Kart should be reported as the total team score for each team as is presented by the in game scoring feature

    Example:

    • Match 1: 91 - 62

    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.

    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.