Official Tournament Rules

Rules are subject to change.
Please ask your Coach or Adult Representative for any clarification.

Registration

Teams will register through the link distributed by Lollipop Labs. Teams are required to have a minimum of 3 players on the main roster. One substitute player may be listed. Each team MUST have an adult representative.

Teams will need to submit the following data for the use of prizing and/or broadcast integration, including but not limited to the following:
  • First Name
  • Last Name
  • Epic Games ID
  • School Affiliation
  • Public Rocket League Tracker.gg Profile (optional)
The registration period will be limited and outlined by Lollipop Labs. Late registration will not be allowed, except at the discretion of Lollipop Labs for unique cases.

Seeding
Seeding will occur after the registration period, based upon the highest 3 ranks included within the roster of players eligible for match play. Ranks will be pulled from Rocket League Tracker.network. Failure to provide a Tracker.network will result in a presumed lower ranking.  Teams will be assigned a seed relative to their team’s “weight”. A team’s weight will be the sum of their rank values. Each rank’s value is as follows:
  • Supersonic Legend 20 Points
  • Grand Champion 3 18 Points
  • Grand Champion 2 16 Points
  • Grand Champion 1 14 Points
  • Champion 1-3 12 Points
  • Diamond 1-3 10 Points
  • Platinum 1-3 8 Points
  • Gold 1-3 6 Points
  • Silver 1-3 3 Points
  • Bronze 1-3 2 Points
For example, a team of 1x Supersonic Legend, 1x Grand Champion 3, and 3x Diamonds would be valued at 68 points. However, if their sub was Champion, then their value would be 70 points, as the Champion rank would overwrite one of the Diamond players.

Cheating & Behavior
No cheating of any kind is allowed, including, but not limited to: scripting, unlimited boost, rapid triggers, etc. The discovery of any cheats whatsoever will result in the immediate disqualification of a roster, and potential suspension from future competitions.

No in-game exploits of any kind, such as escaping the map boundary. The discovery of in-game exploits will lead to a warning, then a point penalty, then a disqualification.

No modifications of any kind are allowed. This includes skin mods.

Unsportsmanlike behavior of any kind is not allowed. This includes typing negatively in chat or spamming quick chat phrases.

Smurfing is not allowed. If a player is discovered to be using an account that is lower than their main rank, they will be disqualified.

Tardiness & Forfeits
Teams have 15 minutes after the end of the previous match to set up for their match. If a team exceeds 15 minutes, they will lose a point for every 1 minute they’re late. At 15 minutes (15-0), the team forfeits the map.

If the series is Best of 3, and the team is late an additional 6 minutes, they will forfeit the series.  A team may not intentionally forfeit or “sandbag” a game. This will result in potential disqualification/exclusion from future events.

If a team is down a player, and has no readily available sub, they may opt to play out the match 2v3. A match may not be played out 1v3.

Equipment
Players are allowed to use their own peripherals, controllers, headset, etc. Players will be held responsible for any technical issues caused by their own equipment.

Players must use their set-up period to check their equipment and flag any issues to the referee to avoid being penalized during the match.

Players are allowed to choose between using in-game chat or Discord. In the case of Discord, the referees and the team’s adult supervisor must both be present in the server or call.

Lobby Setup
The lobby will be set up by production or referees on-site. Custom Lobby settings will be as follows:
  • 3v3
  • No Bots
  • Arenas (DFH Stadium is the default)
  • Match Length: 5 Minutes
  • Overtime: +5 Max, First Score
  • All other mutators default.
Players should not join sides or start their match until directed by a referee or production staff.

Match Play
Each team is afforded 1 tactical timeout per series. Tactical timeouts may only be used between maps of the same series.

If both teams choose to take their timeout during the same period, both timeouts will be used, regardless of who called for a timeout first.

A referee should be informed of the intent to take a tactical timeout as soon as the current map ends. If the coach wishes to take a timeout, then they may request a timeout during the current map.

A team may call for a technical pause due to technical issues during the game; the pause will start after the current point ends. Players may not talk about the game during technical pauses, and may not attempt to use pauses as a tactical timeout.

A ruling will be given by the referee if a technical pause was valid, and if a course of action needs to be taken. A technical issue at the fault of the player will be penalized, but the pause will be allowed. If a technical pause cannot be made due to an RLCS account being unavailable, the match may be restarted.

Coaches, substitutes, and external parties may not speak with players during live match play.  Coaches and substitutes are the only additional members able to speak during tactical timeouts.  Substitutions may only be made between maps.

The game may only be paused for the following reasons:
  • Player drop
  • Player disconnect
  • Server crash
  • Technical issues