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, 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 PlayVs; coordinators may also be assigned the “Coach” designation on PlayVs 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.
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. Rocket League 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 AZ EPreps Members. For more information on Membership, please review the Section 2 of the Handbook.
5. ELIGIBILITY
5.1. In order to compete in AZ EPreps 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 Rocket League 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 Rocket League 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 RL.
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. Rocket League Account: Prior to the start of the Competition, all Student-athletes must have a good standing Rocket League Account. This same account must be used for the full duration of the Competition. League Officials reserve the right to modify Rocket League usernames if they do not abide by the rules of the Competition.
Rocket League 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 Rocket League username must be changed and will be permitted to change to an acceptable name.
At League Officials’ discretion, in the event that an unauthorized change is made to a player’s registered Rocket League Account, that player will be deemed ineligible for competition until the change is reverted back to the original Rocket League Account.
This Rocket League Account must be considered the Player’s “Main Account”. Use of secondary accounts (sometimes termed “smurf accounts”) is not permitted.
Main accounts are used for college recruiting purposes, therefore we encourage coaches to hold students accountable to use their main accounts in competition.
If a student is suspected of using “smurf accounts”, the coach must report it to PlayVs and AIA.
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. Acceptance of Terms and Conditions: All Players must have an PlayVs account and agree to the PlayVs’s 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 5
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. Format: All Matches will be Best of 5
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 Thursday at 4:00 PM MST. Matches must be played at the default Match time.
6.3.5. Rescheduling Matches: Due to the Automatcher format, Pre-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-games of online play over a 12-week period
6.4.2. How to Enter: Prior to registration, Coordinators and Players must provide a valid Game Account. Only Players whose Game Accounts match those on the Team are eligible to play in the Competition. Any Team using a Player whose Game Account is not listed on the Team will forfeit all affected Matches.
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. 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
6.4.5. Default Match Time: The default day and time for all Matches during the Regular Season is Thursday 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.
6.4.6. 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 13 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 to a tutorial video on “How to Reschedule a Match” can be found here: https://help.playvs.com/en/articles/4919262-how-to-reschedule-a-match
6.4.7. 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.
6.4.8. 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.
6.4.9. 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 Semifinals and Finals.
6.5.2. Format: Single elimination; all Matches will be Best of 7.
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 cannot be rescheduled with the exemption of extenuating circumstances which must be approved by AIA. Anyone requesting a reschedule must have their AD contact AIA prior to the scheduled match. Any rescheduled playoff game must be completed prior to the next round of playoffs.
6.5.5. Default Match Time: The default day and time for all Matches during the Playoffs is Thursday 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. Queue System: 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: Teams may freely substitute Players between Games in a Match, but the opposing Team must be allowed at least five minutes between notification of the substitution and the start of the next Game. Players may not be substituted during an ongoing Game. All substituted Players must have been on a Team’s roster before the start of the Match to be considered eligible.
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: Once all six participating Players have joined the lobby the game may be started. Any game started with the wrong settings may result in a forfeit for the hosting Roster, 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 (8+ minutes) 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.
7.9. 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 15-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: Within 15 seconds of the start of any Game and before either Team has scored, Teams may agree to restart and/or switch either the host or the Server (if applicable) if connectivity issues significantly hinder gameplay.
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. Player perspective may be allowed to be streamed on the School’s official streaming channel only. Stream delay is not required for Rocket League broadcasts.
8. ROCKET LEAGUE GAMEPLAY PROCEDURES
8.1. PlayVs Match Assistant Instructions
8.1.1. In the PlayVS Match Assistant, click Start.
8.1.2. Confirm starting roster and platform.
8.1.3. Players without their Epic Games account connected will not be eligible to compete in the match.
8.1.4. Choose Spectator (Optional).
8.1.5. Coaches must have their Epic Games account connected to receive invites.
8.1.6. All participants open Rocket League.
8.1.7. Click Ready for Invites in the Match Assistant on the PlayVS match page.
8.1.8. Accept the invite in-game and click Ready for match.
8.1.9. The match begins when all players have readied up, or at the end of the countdown.
8.1.10. If only one (1) of three (3) players join, the lobby will close automatically, and teams will need to reset the game and resend invites.
8.1.11. If a player or team disconnection occurs, refer to section 1.5 Stoppage Of Play in the Rocket League Rulebook.
8.1.12. The lobby will set up the following games automatically until the match is complete.
8.1.13. To Substitute a Player:
8.1.13.1. At any time during an active game, click the Roster Change Next Game checkbox.
8.1.13.2. At the end of the active game, the lobby will close and remove all players, allowing for rosters to be updated.
8.1.13.3. Invites must be resent for the match to continue.
8.2. Custom Lobby Settings (if necessary):
8.2.1. Default Arena: DFH Stadium
8.2.2. Team Size: 3v3
8.2.3. Bot Difficulty: No Bots
8.2.4. Mutators: None
8.2.5. Match Time: 5 Minutes
8.2.6. Joinable By: Name/Password
8.2.7. Platform: Epic Games Store, Steam, PS4, PS5, Xbox One, Xbox Series X or S, and Nintendo Switch
8.2.8. Server: US-West
8.3. Team Communication: Coaches may only communicate with players when the ball is not in play (i.e. before games, in between games, and during replays).
8.4. Game Start: Teams may not join their designated side until three (3) Players from each Team have joined the Private Match. Any Game started before all Players have joined may result in a Game forfeit for the offending Team.
8.5. Disconnections: A Game must be restarted if a Player disconnects in the first minute and before the first goal is scored. This applies for both server disconnections and controller/hardware disconnections. If a Player disconnects from a Game after the first minute or after the first goal is scored, the current Game must be played to completion and the disconnected Player should rejoin as soon as possible. Any Team that leaves a Game following a Player disconnection, unless specifically provided for above, may forfeit the current Game, or Match, at the discretion of League Officials.
8.6. Team Timeout: Each Team may call one timeout in between games in a match. Timeouts cannot exceed five minutes. For online play, this would result in a lobby reset as online lobbies do not have a built-in timeout feature.
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.
9.5. Modded Controllers: Modded controllers are strictly prohibited for use in any Competition Match. The use of a modded controller will result in an immediate loss of any Games in which the controller was used.
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 privacy policy located at Privacy Policy and PlayVs’s 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.
