The Competition is open to students that are enrolled at a high school that is a member school of the Arizona Interscholastic Association (AIA).
By entering and participating in the Competition, each Player, as defined below, and any associated Team coaches/managers/trainers/etc., unconditionally accept and agree to comply with and abide by these Official Rules and Regulations (the "Competition Rules"). All decisions regarding the interpretation of these Competition Rules lie solely with the Administrator, the decisions of which are final and binding in all respects. In addition, all Players and any associated Team coaches/managers/trainers/etc. must adhere to the Esports Code of Conduct (the “Code of Conduct”).
1. ADMINISTRATOR
1.1. PlayVs Esports, a division of PlayVs Sports, LLC, 22 Cassatt Ave, Berwyn, PA, 19312 is solely responsible for organizing and administering the Competition.
2. COMPETITION DATES
2.1. The following dates will apply to the Competition:
Stage | Dates | Location |
Spring Registration Period | November 16, 2026 - January 15, 2027 | Online |
Pre-season Scrimmages | January 11 – January 22, 2027 | Online |
Regular Season *bye week for spring break | January 25 – April 16, 2027 | Online |
Playoffs | April 19 – April 30, 2027 | Online |
State Final | May 7-8, 2027 | In person |
2.2. For all start and finish times see Section 6 – Competition Structure. All dates, times, and locations are subject to change. If there is a change to the date, time and/or location of a Competition Stage, League Officials will use reasonable efforts to notify all Players (as defined below) at least 72 hours prior to the affected date and time.
3. DEFINITIONS
3.1. League Official(s): representatives of the PlayVs Administrator; responsible for all decisions with respect to the operation of the Competition
3.2. Esports Representative: each School will have a designated individual (administrator or coach) responsible for representing the School, managing Team rosters and Players and reviewing Player eligibility, addressing Code of Conduct or other violations, and liaising with parents and/or legal guardians.
3.3. Coordinator (Coach): a Team representative; the individual responsible for managing a Team, reporting Match results on the Competition Website, communicating with opponents, other external matters, etc. All coordinators should be assigned as “Managers” of their school on LeagueSpot; coordinators may also be assigned the “Coach” designation on LeagueSpot on a per-roster basis.
3.4. Team Captain: a Player who is an internal, student leader for a team and assigned the “Captain” designation on PlayVs. Captains should avoid taking on the external responsibilities of their Coordinators.
3.5. Competition Discord: an Online hub for all coordinators to connect with other coaches in their community and receive support from League Officials.
3.6. Arizona Interscholastic Association (AIA): is a private, nonprofit 501(c)(3) service organization and rule-making body for high school teams in Arizona. 3.7. Player: a Player competing in the Competition.
3.8. Division: The Competition is broken down into multiple divisions, catering to different types of Players. Each Division has unique participation requirements and is treated as an independent league. When registering, please include JV or Varsity in your roster names so you can be properly assigned to the correct division. Teams will only compete against other Teams in their Division. Super Smash Bros. Divisions include:
3.8.1. Varsity: The Varsity division is the highest level of competition offered which is eligible for one team per school. Registration closes during the second Preseason week.
3.8.2. JV: The JV Division is an open competition for any additional teams of a School. Registration is open until the season ends.
3.9. Team: a Group of Players competing on behalf of a School in the Competition.
3.10. Record: the number of wins and losses (“W-L”) of a Team at any given time during the Competition
3.11. Round: an individual round of a Competition (i.e. Round One, Semifinals, etc.)
3.12. Round Window: the time period during which a Match can be played
3.13. Match: a “Best of” series, consisting of any number of individual Games, as identified below, between two Teams
3.14. Game: a single game competition played between two Teams, usually as part of a Match
3.15. School Year: the academic year running from July 1 to June 30
4. MEMBERSHIP REQUIRED
4.1. The Competition is limited to current AIA member schools. For more information on Membership, please review the Section 2 of the Handbook.
5. ELIGIBILITY
5.1. In order to compete in AIA Esports leagues and tournaments, each Player and Team must comply with the eligibility requirements listed below.
5.1.1. It is the responsibility of the Player to be aware of all rules around eligibility. Please contact League Officials if you have any questions or concerns (directions).
5.1.2. To be eligible to participate in the Competition each Player must verify their identity and attendance through their Esports Officer.
5.2. School and Team
5.2.1. School: All participating Players must be enrolled at a High School that is a member school of the AIA and may only participate on behalf of the School that they attend.
5.2.2. Same School: All Players on a Team must attend the same School.
5.2.3. One School: Students are only allowed to compete for one School during the Competition.
5.2.4. One Team: Students are only allowed to compete for one Team during the Competition. except under the following circumstances.
5.2.5. Coordinator (Coach): Teams must have one Coordinator. The Coordinator should be the School’s Esports Representative, coach, or equivalent representative. The Coordinator is responsible for managing all communication with League Officials and opposing Team Coordinators and for reporting rosters and match results to League Officials.
5.2.6. Match Time Responsibilities: The listed Coordinator must be present during team competition to fulfill their responsibilities. Match time responsibilities include but are not limited to managing players before, during and after the match, and providing communication to opponents. In circumstances where the listed Coordinator is unavailable, another school official should be provided the resources and access to take over in their absence. Teams cannot compete in a match without the listed Coordinator or another school official present and fulfilling these responsibilities.
5.2.7. Same Place: All participants, including the coach or designated school personnel, must be in the same room to compete as a team.
5.2.8. Minimum Team Size: Teams must be made up of the minimum required number of Players to be eligible. This is game dependent. A Super Smash Bros. Ultimate Team must have at least three Players on the roster at all times. A Team of two or fewer Players is not considered eligible to play in Matches.
5.2.9. Maximum Team Size: For all competitions there is a maximum number of Players allowed on each Team. This is game dependent. A Super Smash Bros. Ultimate Team may have no more than six Players on the roster at any time.
5.2.10. Multiple Teams per School: Multiple Teams from the same School are eligible to compete in the Competition. The first team will be designated for the Varsity division with all remaining teams placed in the JV division.
5.2.11. Roster Names: Roster Names must include either Varsity or JV designation along with the school name (no school initials). Example: Gilbert Varsity LOL.
Roster Names must be in-line with the standards set out in the Esports Code of Conduct. League Officials reserve the right to modify Team Names/Tags if they do not abide by the rules of the Competition.
The School Esports Officer and applicable Team Coordinator (if not the same person) will be notified by League Officials if their name must be changed and will be permitted to change to an acceptable name.
5.2.12. Roster Changes: A Team’s roster may be changed throughout the Regular Season. A Player must be on a roster for 24 hours before being considered eligible to play in Matches. All Rosters will be locked 24 hours prior to the default Match date/time and will be unlocked the following day. When a roster is ‘locked’, roster additions will not be allowed. Rosters will become permanently locked after the end of the regular season and for the Playoffs.
5.2.13. Emergency Substitution: In the event of an unforeseen circumstance, League Officials may allow one roster addition per season within the 24-hour roster lock window in order to prevent a Team from forfeiting a Match.
5.2.14. Minimum Number of Rostered Matches (Varsity Only): Players must have been listed on a Varsity team roster for at least two Matches or the entire season on a JV team roster during the Regular Season to be considered eligible to participate in the Playoffs
5.3. Academic
5.3.1. Minimum Course Load: Each Player must enroll in a course of at least two units of credit (or the equivalent) and regularly attend their School in the term/semester in which they are competing.
5.3.2. No pass, no play.
5.3.3. Schools and/or school districts reserve the right to impose additional and/or different academic requirements.
5.4. Game Account
5.4.1. Nintendo Account: Student-athletes do not need to connect a Nintendo account in order to compete.
Nintendo usernames must be in-line with the standards set out in the Code of Conduct. A Student-athlete will be notified by League Officials if their Nintendo username must be changed and will be permitted to change to an acceptable name.
5.5. Additional Requirements
5.5.1. Age/Grade: Each Player must be 13 years of age or older and at minimum a freshman at their high school when participating in any Match during the Competition.
5.5.2. Parental Consent: Each Player under the age of 18 (each a “Minor”) must have written consent of a parent or legal guardian before participating in any Match during the Competition. If it is determined that a Player is a Minor and does not have parental consent to participate, they will be disqualified and will not be permitted to continue in the Competition.
5.5.3. Place of Residence: Each Player must reside in the United States when participating in the Competition.
5.5.4. No employees: Employees, contractors, officers, and directors of the Administrator and any Competition sponsors, and each party’s respective parents, affiliated and subsidiary entities, are not eligible to participate in the Competition.
5.5.5. Acceptance of Terms and Conditions: All Players must have a PlayVs account and agree to the PlayVs Esports’ Privacy Policy and Terms of Service. There are no fees or service charges to create or maintain a PlayVs account.
5.5.6. Account in Good Standing: During the Competition, if it is determined by League Officials that a Player has a PlayVs account that is suspended or was canceled due to a violation of current or past Terms and Conditions, harassment of other Competition participants (including but not limited to Players, Esports Officers, Coordinators and Coaches) and/or employees of the Administrator, or suspected or confirmed fraud or unfair gameplay, that Player will be considered ineligible, will be disqualified from the Competition, and, if applicable, will be required to return any prizes that may be awarded.
5.5.7. Loss of Eligibility: Teams are responsible for being aware of any Player’s loss of eligibility for any reason and must take appropriate proactive action to change their roster and notify League Officials.
5.6. A Player will not be permitted to compete if they fail to meet the eligibility requirements detailed above. League Officials reserve the right to request proof of identity and/or academic records (or the equivalent) from a Esports Officer or a Player at any time to prove that said Player attends their School and complies with all eligibility requirements.
5.7. Penalties for non-compliance with any eligibility requirements detailed above may include match forfeiture and/or disqualification for the current Academic Year and/or subsequent Academic Years.
5.8. The Competition is subject to all applicable United States federal, state, and local laws and regulations and is VOID WHERE PROHIBITED BY LAW.
6. COMPETITION STRUCTURE
6.1. All details are subject to change at the discretion of the Administrator. Any changes will be communicated to each participating Player and posted on the Website (as defined below) as early as possible. Any disputes will be resolved by League Officials, whose decision shall be final, conclusive and binding. League Officials decisions shall be made strictly in accordance with these Competition Rules, the Code of Conduct, and any other rules and procedures put in place during each of the individual Stages.
6.2. Fall Season Exhibition Season
6.2.1. The Fall Exhibition season will consist of eight weeks of online exhibition matches. Teams may register until the start of the last Match. Each week, Teams that identify themselves as “Available” during the Match Window will be paired up with an opponent.
6.2.2. Format: All Matches will be Best of 3
6.2.3. Schedule:
Week One: September 28
Week Two: October 5
Week Three: October 12
Week Four: October 19
Week Five: October 26
Week Six: November 2
Week Seven: November 9
Week Eight: November 16
6.2.4. Default Match Time: The default day and time for all Matches during the Regular Season is Tuesday at 4:00 PM MST. Matches must be played at the default Match time unless both Teams agree to play at a different time and reschedule the Match on the Competition Website.
6.2.5. Rescheduling Matches: Due to the Queue System format, Regular Season Matches may not be rescheduled. Teams should only enter the match queue if they are ready and willing to play at the default time.
6.3 Pre-season Scrimmages
6.3.1. The Pre-season Scrimmages will consist of two weeks of online exhibition matches. Teams may register until the start of the last Match. Each week, Teams that identify themselves as “Available” during the Match Window will be paired up with an opponent. Match-ups will be determined by previous results (with the exception of week one, which will be randomized). For example, during week two, Teams that are 1-0 will be paired up with other Teams that are 1-0.
6.3.2. Match Format: Each team will compete in a Best of 5 Sets match, where each set will consist of “Best of 3” between each Player (i.e. a set is won and ends when a team reaches 2 won games). Please see the Reporting Your Matches section for scoring guidelines. Sets are organized as follows:
● Set 1: Team A Player 1 vs Team B Player 1 (Best of 3)
● Set 2: Team A Player 2 vs Team B Player 2 (Best of 3)
● Set 3: Team A Player 3 vs Team B Player 3 (Best of 3)
● Set 4: Team A Player 1/2/3 vs Team B Player 1/2/3 (Best of 3)
● Set 5: Team A Player 1/2/3 vs Team B Player 1/2/3 (Best of 3)
*The player competing in set 5 must not have competed in set 4.
*See graphic
6.3.3. Schedule:
Week One: January 11
Week Two: January 18
6.3.4. Default Match Time: The default day and time for all Matches during the Regular Season is Wednesday at 4:00 PM MST. Matches must be played at the default Match time unless both Teams agree to play at a different time and reschedule the Match on the Competition Website.
6.3.5. Rescheduling Matches: Due to the Automatcher format, Regular Season Matches may not be rescheduled. Teams should only enter the match queue if they are ready and willing to play at the default time.
6.4. Regular Season
6.4.1. The Regular Season will consist of 11-weeks of online play.
6.4.2. How to Enter: Only Players who have Playvs accounts and are on the roster are eligible to play in the Competition. Game accounts are not required to register for Smash Bros.
6.4.3. Format:
Varsity: Round robin groups of up to 12 Teams; all Matches Best of 5
JV: Ranked matchmaking (play against other Teams of equal skill); all Matches Best of 5
6.4.4. Match Format: Each team will compete in a Best of 5 Sets match, where each set will consist of “Best of 3” between each Player (i.e. a set is won and ends when a team reaches 2 won games). Please see the Reporting Your Matches section for scoring guidelines. Sets are organized as follows:
● Set 1: Team A Player 1 vs Team B Player 1 (Best of 3)
● Set 2: Team A Player 2 vs Team B Player 2 (Best of 3)
● Set 3: Team A Player 3 vs Team B Player 3 (Best of 3)
● Set 4: Team A Player 1/2/3 vs Team B Player 1/2/3 (Best of 3)
● Set 5: Team A Player 1/2/3 vs Team B Player 1/2/3 (Best of 3)
*The player competing in set 5 must not have competed in set 4.
*See graphic
6.4.5. Schedule: (bye week assigned on your designated Spring Break)
● Week One: January 25
● Week Two: February 1
● Week Three: February 8
● Week Four: February 15
● Week Five: February 22
● Week Six: March 1
● Week Seven: March 8
● Week Eight: March 15
● Week Nine: March 22
● Week Ten: March 29
● Week Eleven: April 5
● Week Twelve: April 12
6.4.6. Default Match Time: The default day and time for all Matches during the Regular Season is Wednesday at 4:00 PM MST. Matches must be played at the default Match time unless both Teams agree to play at a different time and reschedule the Match on the Competition Website.
6.4.7. Rescheduling Varsity Matches: Varsity Regular Season Matches may be rescheduled to any time on or before the last day of the Regular Season (April 12). Matches must be rescheduled on the corresponding Match page on the Competition Website by February 12 and can be coordinated using Lobby Chat. We encourage coaches to submit reschedule requests proactively as necessary. Once a new date/time has been agreed to, the Match should be rescheduled per “How to Reschedule Your Matches” below. Once a Match has been rescheduled on the Competition Website it will be considered the official scheduled start time, for the purposes of forfeits and late penalties.
How to Reschedule Your Matches: Only those with the “Coach” or “Manager” for a Roster may send a reschedule request on the match page:
Click on the “Reschedule” button on the match page you wish to reschedule.
Input the time you wish to reschedule your match to, then press the “Submit Reschedule Request” button.
For the reschedule request to go through, a “Coach” or “Manager” from each Roster will have to accept the request on the match page.
If the request is rejected by either Roster, the match time will not change. Another request can only be made if either side rejects the current request.
Link on “How to Reschedule a Match” can be found here: https://help.playvs.com/en/articles/4919262-how-to-reschedule-a-match
6.4.8. JV Rescheduling: Due to the Automatcher format, JV Regular Season Matches may not be rescheduled. Teams should only enter the match queue if they are ready and willing to play at the default time.
6.4.9. Qualifying for the Playoffs:
Varsity: The number of qualifying teams will be half the number of teams participating in each group of the Varsity Division. If there is an odd number of teams in a group it will be rounded up.
Varsity teams with 2 or more forfeits will not qualify for playoffs.
JV: The JV Division will conclude at the end of the Regular Season.
6.4.10. Tiebreaker: If two or more Teams in the same group have the same Record (W-L) at the end of the Regular Season, the following criteria will be used in order to break the tie:
Head-to-head record (varies in application due to group sizes)
Fewer forfeits your school initiated and/or unreported matches
Game win percentage
Coin flip
If more than two Teams are tied, a Random Number Generator will be used to break all remaining ties.
If there is a tie involving more than two Teams and a Tiebreaker resolves the tie for a Team(s), but leaves at least two Teams tied, the tie(s) that remains will be broken by starting over the Tiebreaker criteria. This process will be repeated until no ties remain.
6.5. Playoffs
6.5.1. The Playoffs will consist of a single online knockout tournament spanning several weeks and culminating with the live Championship Round.
6.5.2. Format: Single elimination; all Match Formats will match the Regular Season, except for the Semifinals and Finals matches. The Semifinals’ and Finals’ three sets will consist of Best of 5s (i.e. a set is won and ends when a team reaches three won games).
6.5.3. Schedule: The Playoffs Schedule will be announced by no later than week two of the Regular Season.
6.5.4. Rescheduling Matches: All Playoffs Rounds, excluding the Semi-finals and Championship Round, may be rescheduled to a different time on the same Match Date before the Default Match Time by mutual consent. Matches must be rescheduled on the Competition Website. Once a Match has been rescheduled on the Competition Website it will be considered the official start time, for the purposes of forfeits and late penalties. Playoff rounds that are part of Official Broadcasts may not be rescheduled.
6.5.5. Default Match Time: The default time for all Matches during the Playoffs is at 4:00 PM MST. Matches must be played at the default Match time unless both Teams agree to play at a different time and reschedule the Match on the Competition Website.
6.5.6. Seeding: Seeding for the Playoffs is based on the following criteria, in order:
Final placing in group (depending on the number of Varsity Teams registered)
All 1st place, followed by 2nd place, etc.
Game Record (W/L)
Match Win percentage
Fewer forfeits your school initiated and/or unreported matches
Coin flip
If more than two Teams are tied, a Random Number Generator will be used to break all remaining ties
6.5.7. Qualification: Top half of each group for League of Legends will qualify for playoffs at the conclusion of the regular season. Subject to change based on the number of varsity teams registered.
7. GENERAL GAMEPLAY PROCEDURES
7.1. Automatcher: Spring JV Teams will have 15 minutes to join the Automatcher process to get a match on their match dates. The Automatcher timer lasts from 10 minutes before match time and ends at 5 minutes after match time. For more information on the Automatcher system, please refer to the following PlayVs directions here.
7.2. Check-in: Prior to each Match, the Coordinator must visit their Match page on the Competition Website and check in their starting Roster to confirm their team’s attendance and participation. The check-in period expires 15 minutes after the match’s listed time. Any Team that is not checked in for a Match will forfeit that Match. This may be waived by League Officials if one or both Rosters are unable to check-in for any reason, but the Rosters are online and in their respective in-game lobbies available to start the Match by the time the check-in period expires. If neither Team checks in, and neither Team submits a technical issue through a Support Ticket, they will both receive a no-show loss.
7.3. Substitutions: Substitutions must be made before the start of the match by confirming competing players within the Match Assistant, and only the confirmed players may compete in the match. No substitutions are allowed once a game of record is established in the first series. All substituted Players must have been on a Team’s roster before the start of the Match to be considered eligible. Once rosters have been confirmed, starting players are locked in for that match. If a player on the starting roster cannot compete in their series, the team may use the Concede Series feature to assign an automatic loss for their missing player's set.
7.4. Home / Away Designation: The Roster that appears on the left of the Match page on the Competition Website will be considered the Home Roster. The other Roster will be considered the Away Roster.
7.5. Playing Your Matches: The Home Team will be the host team by default. If technical issues occur, the Away Team may attempt to host the match as a part of troubleshooting efforts. The hosting team is responsible for ensuring that all settings are correct as noted above & for communicating the Name/Password of the Battle Arena to the opposing Team via match chat or other means. Any Game started with the wrong settings may result in a forfeit for the hosting team, at the discretion of League Officials.
7.6. Match Time Responsibilities: Teams are expected to complete match time responsibilities including but are not limited to managing players before, during and after the match; providing communication to opponents via the match chat; collecting match evidence; and reporting the match score.
7.7. Match Chat: All Coordinators must actively use Match Chat, which is available on every Match page, to contact and coordinate their Matches with their opponents. Unresponsiveness to contact from an opposing Coordinator may lead to the forfeit of one or more Matches at the discretion of League Officials. All communication between Teams should take place using match chat.
7.8. Reporting Your Matches: After a Game has been played, either Coordinator can manually input the Match results. Match results for the Regular Season must be reported within 24 hours of Match completion.
7.8.1. Scoring a Set: The first Player to win two Games will be deemed the winner of that Set. It should be reported as either 2-0 or 2-1. For the sake of clarity, when one Player reaches two Game wins the Set is over.
7.8.2. Scoring a Match: All three Sets will be played and will count towards the results of the Match. For the sake of clarity, the result of all three Sets must be reported. It is possible for a Team to win a Match 3-0 (three Set wins to zero).
7.8.3. Match Tiebreaker: If a SSBU match is tied by total game points, the competition platform will automatically check for which team won more Sets in the match. Whichever team won more Sets out of the three Sets played would then be automatically awarded the match win to resolve the tie.
7.9. Proof of Results: Coordinators are required to take appropriate in-game screenshots or videos that display the final results of each Game and should be prepared to provide them immediately at the request of League Officials and when submitting Match results. Failing to do so, or providing false or doctored information, may result in immediate forfeiture of affected Matches and/or disqualification from the Competition and future Competitions, at the discretion of League Officials.
7.10. Unreported Matches: At the end of Regular Season, any Matches that have not been reported will be treated as forfeit losses for both Teams.
7.11. Forfeits: If your opponent does not show up for the match, use the Game Settings dropdown and select Opponent Forfeit. This will include a 30-minute grace period for the forfeit request. No further action is required from your team.
7.12. Maximum number of Forfeits: Any Roster that receives two or more no-show forfeit losses during the Regular Season will not be eligible for playoffs. See Rule 7.13 No-show forfeit loss for details.
7.13. No-show forfeit loss: Any Team that forfeits their Match in advance or is not ready to play their Match within 15 minutes after the scheduled start time may receive a no-show forfeit loss for the Match at the discretion of League Officials. No-show forfeit losses during the Regular Season count towards a Team’s Maximum number of Forfeits, except under the following circumstances:
7.13.1. Technical/Connection Issues: If a Team is online, actively communicating with their opponent, and ready to play, but is prevented from doing so by factors outside their control (i.e. server issues), the resulting forfeit will not count towards their Maximum number of Forfeits.
7.14. Network Issues: A game of record (GOR) in Super Smash Bros. Ultimate is established under the following conditions: In-game timer reaches the end of the countdown and states “GO”. Teams must have a LAN connection (no wireless connection).
7.15. Finality of Results: At the discretion of League Officials, any Game that is played in full will not be open for review and the results will be considered final. This does not apply to Games that involve Player Conduct violations.
7.16. Official Broadcast Matches: League Officials reserve the right to record and/or live stream, broadcast or exhibit any Match of the Competition, at its sole discretion. If the Administrator chooses to live stream, broadcast or exhibit a Match, the Administrator will choose to either: (a) host each individual Game, and all participating Team Members on both Teams must join that Game; or (b) join a Game that’s being hosted by a participating Team Member. Any Match officially broadcast by the Administrator may not have any other observers or spectators. Administrator reserves the right to reschedule official broadcast Matches.
7.17. Independent Broadcast Matches: Any Team that wishes to use an external observer/spectator may do so; all external observer/spectator feeds must be streamed on the School’s official streaming channel. Stream delay is not required for Super Smash Bros broadcasts.
8. SUPER SMASH BROS. ULTIMATE GAMEPLAY PROCEDURES
8.1. Game Settings:
8.1.1. Style: Stock
8.1.2. Stock: 3
8.1.3. Time Limit: 7 minutes
● In the result of a timeout, the player with the least amount of stocks in the game will lose their remaining stocks to resolve the game.
● If the stocks are even, then the player with the higher % will lose their remaining stocks to resolve the game.
8.1.4. FS Meter: Off
8.1.5. Spirits: Off
8.1.6. CPU Lv.: N/A
8.1.7. Damage Handicap: Off
8.1.8. Items: Off
8.1.9. First to: 1 Win
8.1.10. Stage Morph: Off
8.1.11. Team Attack: On
8.1.12. Launch Rate: 1.0x
8.1.13. Underdog Boost: Off
8.1.14. Pausing: Off
8.1.15. Score Display: Off
8.1.16. % Show Damage: Yes
8.1.17. Custom Balance: Off
8.1.18. Fighter Restrictions
● No SSBU fighters are currently banned.
8.1.19. Mii Fighters: All moveset combinations are legal
● Mii Fighters are legal as long as the moveset is discussed prior to the match. Once it's been communicated, the player is free to make their Mii and play the match using the disclosed move set.
8.1.20. No DSR
8.1.21. Controller FAQ
● Controllers with back buttons are allowed for competition.
● Controllers with turbo buttons are not allowed in competition, even if the turbo buttons are disabled.
8.1.22. Teams must have a LAN connection (no wireless connections).
8.2. Version: All Matches during the Competition will use the latest patch.
8.3. Team Communication: Coaches may only communicate with players when gameplay is not occurring (i.e. before games, during stage striking, in between games, etc).
8.4. Order of Players: Starting players will be assigned by their coordinator, player order will remain blind until both coordinators have made their selection. Players can be selected in any order.
8.5. Match Process: Before each Set begins, a double blind player/character pick will begin for game 1. Coordinators may request that League Officials assist in this process. For subsequent Games, the winner of the previous game will declare their character first and then the loser of the previous game declares their character. Then Stage Striking will occur (see “Stage Striking Process” for more details).
8.5.1. First Player and Substitutions: The Player that is identified to start the Match are locked in and cannot be substituted for. Substitutes for the remaining two Player spots throughout the Match can be made.
8.6. Stage Selection
8.6.1. Varsity & JV Division (Regular Season and Playoffs)
● Starting Stage List
○ Battlefield
○ Small Battlefield
○ Pokémon Stadium 2
○ Smashville
○ Town and City
● Counterpick Stage (Game 2 and Game 3)
○ Final Destination
○ Kalos Pokemon
○ Hallow Bastion*
*Indicates a stage requiring DLC (the Challenger Pack or Fighter Pass for that stage’s corresponding character). If the stage is not owned by both teams in the match, it cannot be selected in the stage selection process.
8.6.2. Stage Striking Process: Stage striking will occur to determine the Stage used for each Game within a Set. Below is the order in which the Stage striking will occur:
● Game 1
○ Home Team will strike one Stage
○ Away Team will strike two Stages
○ Home Team will pick one Stage to play from the remaining two Stages.
● Game 2 and Game 3
○ The previous game winner picks their character.
○ The previous game loser picks their character.
○ The previous game winner bans 2 Stages from the full Stage list (Starting + Counterpick Stages).
○ The previous game loser picks one Stage to play from the remaining five Stages.
○ A winning player will be provided an additional free strike to remove any stage(s) that their opponent has previously won in the current set.
8.7. Changing Characters: Between Games in a Set, both Players may change their characters. The Player that won the prior Game within the Set must pick their character first, followed by the Player that lost the prior Game pick their next character. This character selection must be communicated via Discord or another method. This is to happen prior to any Stage striking for the Varsity Division.
8.8. New or Reworked Characters: New Characters will be automatically restricted for two weeks from their initial release. For example: Character A was released October 1, so Character A becomes eligible to be used in all Matches on October 15.
8.9. Network Requirements: Players must have a minimum three (3) Mbps upload speed and a LAN adapter to participate.
8.10. Lag Tests: If a Game is found to be lagging it must be ended immediately, during the first 90 seconds. Any Game played past that point will not be open for review. If the lag test determines that the connection is stable enough to continue, the Game may be continued from the point at which it was stopped or reset. To request a lag test Players should ping League Officials on Playvs. A League Official will reach out to facilitate the test. During each test, two things will occur:
8.10.1. Both players must provide photo evidence that they are on a LAN connection.
If 1 team is found to be on a wireless connection they will forfeit the match.
8.10.2. League Officials will utilize SableDetect to test the connection of both players (number of flags, late packets, out of order packets, ping).
8.10.3. Based on the results, League Officials will decide to either have the players reset or continue the current game, or if needed, forfeit one or more of either player’s tournament matches. Any decision made is at the discretion of League Officials.
9. PLAYER & TEAM CONDUCT
9.1. By entering and participating in the Competition, all Players and any associated Team coaches/managers/trainers/etc. agree to adhere to and be bound by the Code of Conduct.
9.2. Reporting Violations: Violations of the Code of Conduct should be reported immediately to League Officials through PlayVS support (directions). League Officials will investigate all claims of misconduct. Only faculty coordinators and coaches are permitted to submit a report. League Officials will follow up with the coach directly to confirm accuracy of identity before reviewing or ruling on any report.
9.3. Penalties: Upon confirmation of any Code of Conduct violation, and depending on the severity of the violation, League Officials reserves the right to issue any one of the following penalties:
● Warning
● Game Forfeiture
● Match Forfeiture
● Player Suspension/Disqualification
● Team Disqualification
9.4. Repeated violations will be subject to escalating penalties, and particularly severe violations will be subject to harsher penalties up front.
10. RELEASES
10.1. All Players participating in the Competition, will be required to execute and deliver to the Administrator a Declaration that confirms: (i) eligibility to participate in the Competition and acceptance and compliance with these Competition Rules; (ii) acceptance of the Prizes as offered (if deemed a Winner); (iii) permission to record the Player’s participation in the Competition, and use the Player’s name, photo, image and any footage or photo taken of the Player; (iv) release of the Administrator, any Competition sponsors and promoters, and each party’s respective parent, related and affiliated companies and entities, subsidiaries, members, dealers, advertising and promotional agencies, and each of their respective directors, successors, sponsors, partners, licensees, officers, subsidiaries, agents, employees, advisors, assignees, and all others associated with the development and execution of the Competition (collectively, the "Releasees") from any and all liability in connection with this Competition or participation in any Competition related activities. In the event that a Player is a Minor, their parent or legal guardian must sign the Declaration on their behalf. If the parent or legal guardian does not consent to the foregoing, the affected Player will be disqualified.
11. PUBLICITY RELEASE
11.1. Please note, some Matches during the Competition may be filmed for entertainment and promotional purposes and that photographs and video footage may be taken during said Matches. By participating in the Competition, each Player grants the Administrator, the Game providers, and Competition sponsors with the right to use: (i) their name, email address, mailing address, telephone number and other personal information provided during their registration in the Competition and any data collected while the Player is playing the Game, for the purpose of administering the Competition, including but not limited to contacting and announcing the Winners; and (ii) their name, city and province or state of residence, video footage, images, voice recording, comments and opinions for entertainment, publicity and promotional purposes relating to the Competition, in any and all media now known or hereafter devised, without further compensation unless prohibited by law. In addition, by participating in the Competition all Players acknowledge and agree that the Releases may disclose their Personal Information to third-party agents and service providers in order to affect any of the activities listed above, in accordance with the PlayVs Esports’ privacy policy located at Privacy Policy and Terms of Service.
12. LIMITATION OF LIABILITY
12.1. By entering this Competition, each Player, or in the case of a Minor, their parent or legal guardian on their behalf, acknowledges compliance with, and agrees to be bound by, these Competition Rules and consents to the use of their name, city of residence, and/or likeness in any publicity carried out by Releases, and/or their advertising and promotional agencies and agents without further notice or compensation. Players release and hold harmless the Releases from and against any and all manner of action, causes of action, suits, debts, covenants, contracts, claims and demands, including legal fees and expenses, whatsoever, including but not limited to, claims based on negligence, breach of contract and fundamental breach and liability for physical injury, death, or property damage which the Players or their administrators, heirs, successors or assigns might have or could have, by reason of or arising out of the Players participation in the Competition and/or in connection with the acceptance, use and/or misuse by the Player of the Prize.
12.2. None of the Releasees shall be responsible for or bear any liability for: (i) late-received, lost, unintelligible/illegible, incomplete, or misdirected registrations, entries or Game scores; (ii) entries or game plays which fail to comply with the Competition Rules; (iii) any technical or human error that may occur in the administration of the Competition, including any problems or technical malfunction of any computer online systems, servers, access providers, computer equipment, software, failure of any e-mail or entry to be received on account of technical problems or traffic congestion on the Internet or at any website, or any combination thereof, all of which may affect an Players ability to participate in the Competition, or the ability of the Administrator to receive and/or record and Players Game score; (iv) any unauthorized human and/or mechanical intervention in any part of the entry process of the Competition; and (v) any act of God that disrupts all or part of the Competition.
12.3. As a condition of participating in this Competition, Player agrees that (i) under no circumstances will Player be permitted to obtain awards for, and Player hereby waives all rights to claim, punitive, incidental, consequential, or any other damages, (ii) all causes of action arising out of or connected with this Competition, or any prizes awarded, shall be resolved individually, without resort to any form of class action, and (iii) any and all claims, judgments, and awards shall be limited to actual out-of-pocket costs incurred, but shall in no event include attorney’s fees. Void if prohibited by law.
12.4. Any attempt to deliberately undermine the legitimate operation of this Competition is a violation of the Competition Rules and criminal and civil laws, and should such an attempt be made, the Administrator reserves the right to seek remedies and damages to the fullest extent permitted by law, including criminal prosecution. Players agree to abide by the Competition Rules.
12.5. The Administrator reserves the right, in their sole discretion, to disqualify any Player who violates the Code of Conduct or tampers with the entry process, and/or void any game results submitted fraudulently. Should multiple users of the same email account enter the Competition and a dispute thereafter arise regarding the identity of the Player, the authorized account holder of said email account at the time of entry will be considered the Player. "Authorized account holder" is defined as the natural person who is assigned an email address by an Internet access provider, online service provider or other organization which is responsible for assigning email addresses or the domain associated with the submitted e-mail address. If, for any reason, the Competition is affected by any computer virus, worm, bug, tampering, hacking, unauthorized intervention, fraud, technical failure or other cause which, in the sole opinion of the Administrator, corrupts or otherwise affects the administration, security, fairness, integrity or proper conduct of this Competition, the Administrator may, in their sole discretion, cancel, terminate, modify, or suspend the Competition, and determine winners from gameplay already received or as otherwise deemed fair and equitable by the Administrator. Automatic gameplay is prohibited, and any use of automated devices will cause disqualification.
12.6. Administrator reserves the right, in its sole discretion, to terminate the Competition, in whole or in part, and/or to modify, amend or suspend the Competition, and/or to the Competition Rules in any way, at any time, for any reason without prior notice. Any changes will be made available on the Competition Website.
13. CHOICE OF LAW
13.1. The Competition is subject to all applicable United States federal, state and local laws. All issues and questions concerning the construction, validity, interpretation and enforceability of the Competition Rules or the rights and obligations as between the Player and the Administrator in connection with the Competition shall be governed by and construed in accordance with the laws of the state of Maryland.
14. WINNERS LIST
14.1. The list of winners will be posted on the Competition Website once the verification process has been completed.
