📋 MRL Official Rulebook

The complete rulebook governing the Major Rematch League. Click any section to expand it. Use the search bar to find specific rules.

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§ 1.0 Registration & Entry Fees
1.1 Player Entry Fee
  • All players must pay a $15 entry fee to be eligible for the draft and season competition.
  • Registration for the season will close prior to the draft. No new players will be added after this point.
  • Everyone who pays will be part of a team.
  • Paying the fee and being rostered does not guarantee playing time; in-match usage is at the general manager's discretion.
  • Entry fees support league operations, which may include but are not limited to custom graphics, stat tracking, Discord bot functionality, and supporting league operations and seasonal competition expenses.
  • The final prize pool amount is dependent on total paid registrations and may be adjusted at the league's discretion.
1.1.1 Registration Fee Purpose & Competition Disclaimer
The MRL registration fee is a participation fee that supports league operations, administration, stat tracking, graphics, Discord bot systems, media production, and seasonal competition infrastructure. Payment of the registration fee grants eligibility to participate in league activities but does not guarantee playing time, roster status, playoff qualification, awards, or prize winnings. MRL is a skill-based competitive league, and all prizes are awarded by the league based on final season results and compliance with league rules.
1.2 Payment Deadline
  • Registration will remain open until the end of day on Draft Lottery Night (11:59 PM EST) to ensure everyone has the chance to participate. If demand from multiple prospective players exists, a registration extension may be approved; however, it cannot extend past the start of the draft, and every player remains required to complete three showcase matches.
  • Only players who have completed payment by the deadline will be eligible to participate in league activities.
1.3 Payment Process
  • Players must register and pay the entry fee through the player-registration channel.
  • Payments will be processed via SquareUp.
  • After payment, it may take up to 30 minutes to 1 hour to receive your league role and confirmation.
  • Please allow this time for manual verification and role assignment.
1.4 General Manager Entry Fee
  • All General Managers must pay a $15 entry fee to be eligible. There is no extra fee — just the $15 player entry fee and then a General Manager application form should be submitted.
  • General Managers who pay this fee are not required to play in the showcase matches.
  • General Managers are responsible for scouting and managing their team, including assigning a team captain.
  • General Managers must coordinate and schedule exact game times within the set season schedule for their team's matches.
  • General Managers also have the authority to choose the team name, logo, and other team-related decisions.
  • General Managers must follow the separate General Managers Rules document and are responsible for reviewing those guidelines.
1.5 Refund Policy
The league has a strict no-refund policy for all league fees. Refunds will only be considered in cases of league cancellation and are subject to the discretion of the admins and the commissioner. Lack of playing time or being benched is not a basis for a refund or fee credit.
1.5.1 Payment Finality & Chargeback Policy
All registration payments are considered final once processed. Players who initiate a chargeback, payment dispute, or payment reversal after participating in league activities may be suspended or permanently removed from the league. The League Office reserves the right to deny future participation to any individual who improperly reverses or disputes a registration payment after receiving league access or benefits.
1.6 Account Verification & Platform IDs
  • All players must verify their gaming account (Steam profile URL or Steam64 ID, Xbox Gamertag, or PSN ID) with a screenshot of their profile or in-game Rematch profile before being draft eligible.
  • Verified IDs are locked for the season. Any database change, including a username change, account change, or positional change, requires re-approval by Commissioners and is subject to a $10 processing fee.
  • General managers must ensure players in the lobby match their verified roster.
  • Use of an unverified or mismatched account will result in an automatic forfeit and possible suspension.
1.7 Team Branding Changes (Logo/Name)
  • Post-draft changes require Commissioner approval.
  • Logo change: $10 fee
  • Team name change: $10 fee
  • Team colors change in Discord (includes upgrade to gradient colors): $10 fee
  • Bundle (all changes): $20
  • Fees cover updates to graphics, standings, stats, bots, and archives.
  • No changes once playoffs begin.
  • Unauthorized changes may result in fines or penalties.
1.8 Change Request Window

Players and general managers have 24 hours from the moment their registration is fully completed (payment received and bot role assignment) to open a ticket requesting any changes to their:

  • Player information (Steam/Xbox/PSN ID, IGN, position, platform, or any other registered data under §1.6)
  • Team branding (logo and/or team name under §1.7, before the draft)

The following 24-hour window is cut short if the Draft Lottery is within those 24 hours.

During this 24-hour window: All changes requested via ticket will be processed free of charge. No re-approval fee (§1.6) or branding fee (§1.7) will be applied.

After the 24-hour window closes: All changes become subject to the standard fees and approval processes outlined in §1.6 and §1.7. No changes will be permitted once the Draft Lottery begins, except in extraordinary circumstances at the sole discretion of the Commissioners.

After the Draft has been completed: Players may request changes to their registered player information. All post-draft changes will require payment of the applicable processing fee under §1.6.

Note: The 24-hour window begins immediately upon successful registration; it is the player's/general manager's responsibility to verify all submitted information and request corrections promptly. The league is not obligated to retroactively waive fees for requests made after this period.

§ 2.0 Showcase Rules
2.1 Purpose of the Showcase
  • The showcase gives general managers a chance to evaluate not just a player's skillset, but also how they communicate, compete, and collaborate with others.
  • While the showcase is the primary opportunity for general managers to evaluate and meet potential draftees, players may also be scouted through scrims and interactions outside of showcase matches.
2.2 Participation and Eligibility
  • Players can participate in the showcase as soon as they have paid their entry fee.
  • The showcase event runs for up to 7 days before the draft, giving general managers time to evaluate players and fill out rosters. This period can be extended if deemed necessary.
  • To be eligible for the draft, players must participate in at least 3 showcase games.
2.3 Stats and Evaluation
  • All Showcase games will be tracked and gathered to help general managers review overall performance.
  • Player stats from every game will be used to calculate averages, giving general managers a clear look at consistency and impact across all Showcase games.
2.4 Showcase Match Format

Showcase matches will follow the official league settings to simulate regular season conditions. Match settings include:

  • Max players per team: 5
  • Max spectators: 5
  • Match duration: 6 minutes
  • Maximum overtime duration: 0 minutes (no overtime)
  • Mercy rule: Disabled (goal difference set to 0)
2.5 Player Conduct
  • Players must adhere to league rules on sportsmanship and fair play during showcase matches.
  • Unsportsmanlike behavior may result in removal from the showcase or affect draft eligibility.
2.6 Match Results
  • All showcase games must be documented with clear post-match screenshots posted in showcase-results for the results to count.
  • Phone pictures or unclear images will not be accepted — results must come from in-game post-match screenshots only.
  • Visual examples will be provided to ensure everyone understands what a valid screenshot looks like.
2.7 Bot Queue
  • All showcase games will be organized through the @NeatQueue bot, which automatically sets up matches without requiring players to enter commands.
  • When a queue is formed, the bot will create a private channel. Inside the channel, players will use built-in voting to decide team assignments before games begin.
  • Each queue will always consist of 3 total games played. The bot will then prompt a vote for the winner, which must only be done after all three games have been completed.
  • The team that wins the most games out of the 3 should be selected as the winner in the queue channel.
2.8 Competitive Integrity
Players must compete to the best of their ability during all showcase matches. Intentionally throwing games, manipulating stats, or otherwise sabotaging the competitive integrity of the showcase is strictly prohibited. Any player caught violating this rule will be immediately suspended from the league without refund and will be ineligible for the draft.

Please submit a ticket if you have video proof of someone throwing or sabotaging a game.

§ 3.0 Stat Tracking & OVR
3.1 Tracked Stats

The following stats are officially tracked for all players:

  • Goals
  • Assists
  • Passes
  • Interceptions
  • Goalie Saves
  • MVPs
  • Cumulative Impact Score
3.2 Stat Tracking Guidelines
  • Stats are only officially tracked in league-sanctioned games.
  • Only verified statkeepers or admins may post official statlines.
  • Stats will be recorded in the official stats channel after each match.
3.3 OVR Evaluation System
  • Player OVR is a 60–99 rating based on both stats and eye test.
  • Staff may adjust OVRs as the season progresses based on in-game performance, attitude, and consistency.
3.4 OVR Updates
  • OVRs will be reviewed and updated weekly on Sunday.
  • ⬆️ Arrow Up = OVR increased
  • ⬇️ Arrow Down = OVR decreased
  • ↔️ Arrow Left Right = OVR stayed the same
  • 🆕 NEW = New OVR
3.5 Inactivity

Players who don't play multiple matches in a row will see their OVR drop.

3.6 Visibility

All current League player OVRs will be publicly available in the OVR Tracker channel.

3.7 Positional Weighting

Each position is evaluated with custom scoring logic tailored to how players contribute:

  • Striker: Highest weight on Goals. Bonus for Assists and offensive pressure.
  • CAM: Balanced value between Assists and Goals. Extra credit for involvement in transitions and defensive hustle.
  • CDM: Focused on Interceptions and Passes. Evaluated on defensive presence and smart distribution.
  • Defense: High weight on Interceptions and Clean Passes. Penalized for frequent turnovers or bad positioning.
  • Goalkeeper: Judged by Saves, Clean Sheets, and Interceptions. Bonus for clutch performances and game-saving plays.

Playing outside of your primary position may negatively impact your stat weighting and OVR, as each role is evaluated using position-specific criteria.

This system ensures that a player's OVR reflects their actual value in their assigned role, not just raw stats.

3.8 Disclaimer
  • All stats, ratings, and evaluations are based solely on official league matches and data.
  • This system is designed for league entertainment and competition purposes only.
  • Player performance in ranked or other non-league matches does not affect league stats or OVR ratings.
§ 4.0 Draft Rules
4.1 Draft Eligibility
  • Only players who have paid their entry fee and participated in at least 3 showcase games are eligible for the draft.
  • Players must select their position, fill out their player info, and fill out their platform.
4.2 Draft Order

The draft order will be determined by the wheel in the draft lottery 24 hours before the draft.

4.3 Draft Format
  • The draft will consist of 5 rounds for Pro Tier, 5 rounds for Academy Tier, and 5 rounds for Development Tier, with possible excess rounds for Development Tier if there are excess players.
  • Teams will select players in a snake draft format to ensure fairness.
4.4 Draft Picks
  • Teams must fill all roster spots during the draft.
  • All players will be drafted as there is a fixed amount of players who can join each season.
4.5 Roster Requirements

Each team must complete the draft with:

  • 5 starting players
  • At least 1 Goalkeeper and 1 Striker

Excess players will be added to the team's bench.

4.6 Team Captain

After or during the draft, general managers may appoint a General Team Captain to assist with overall team leadership and communication.

4.7 Draft Absences
  • If a player is absent or unavailable during the draft, the general manager may still select them, but the player must confirm their participation before the season starts.
  • Players who do not confirm or fail to participate in initial team activities risk being suspended for the season.
  • General managers should communicate with absent players in advance whenever possible to avoid draft complications.
4.8 Draft Commitment
  • Once drafted, players are required to sign and play for the team that selects them unless officially released by the general manager.
  • Team preferences or requests to join a different team will not be accommodated.
  • Violations of draft commitment will result in suspensions and possible additional penalties.
4.9 Post-Draft Roster Finalization Deadline
  • After the draft concludes, teams have 2 days to finalize their rosters.
  • This includes confirming all drafted players. Teams must finalize their rosters from the draft pool only.
  • Players who fail to confirm by the deadline may be released or suspended.
  • General managers are responsible for ensuring their roster is complete and compliant by this deadline.
4.10 Draft Participation Commitment
By entering the draft, players acknowledge that they may be selected by any team in the league and agree to play for the team that drafts them. Players may not refuse to play for the team that drafts them or demand a trade based on team preference. Refusal to honor draft selection may result in removal from the league and suspension from future seasons.
§ 5.0 Season Structure
5.1 Season Format
  • Each match consists of 3 individual games played consecutively.
  • This is NOT a best-of-3 series — all 3 games are played and counted separately toward standings.
  • Each game counts as one win or loss, ensuring every game impacts team records.
  • The structure ensures each team plays the same number of games, keeping stats consistent and fair.
  • Standings will be determined by overall win-loss record.
5.2 Regular Season

The regular season will run for 2–3 weeks. Each team plays a set number of matches against other teams in a balanced schedule.

5.2.1 Standings Tiebreakers

If two or more teams finish with the same record, playoff seeding will be determined by:

  1. Head-to-Head Record
  2. Division Record (if same division)
  3. Goals Scored vs. Goals Conceded Differential
  4. Fewest Forfeits
  5. 1 Game Golden Goal

Forfeit goals assigned under §5.7.1 count toward Goals Scored, Goals Against, and Goal Differential for team tiebreakers.

5.3 Match Scheduling
  • Match dates are set at the beginning of each season for all three tiers (Pro, Academy, Development). Each team's full schedule is posted and pinned in their respective team channel for reference.
  • Exact game times must be proposed using the league's official scheduling system and confirmed by both teams before 7:00 PM EST on match day.
  • General managers are required to use the /schedule command in Discord to propose a match time. The opposing general manager must confirm or decline the proposal using the ✅ Confirm Time or ❌ Decline buttons. Both confirmations are tracked automatically by the schedule bot and serve as official proof of agreement — no separate message or reaction is required.
  • The schedule bot will automatically post reminders for unscheduled matches at 12:00 PM EST and again at 5:00 PM EST on the scheduled match day.
  • If both general managers fail to agree on a time by 7:00 PM EST, the bot will automatically assign a default start time of 10:00 PM EST on the scheduled day. The database and daily schedule will update automatically, and no Commissioner action is required.
  • General managers may request a reschedule using the /reschedule command, which must include the proposed new date, time, and reason for the request. Reschedule requests require approval from both the opposing general manager and a league moderator.
  • A sticky message in scheduled-games will display all matches scheduled for the day along with their confirmed start times. This message is updated automatically throughout the day by the scheduling system.
5.3.1 Lobby/Game Code Requirement
  • A team must post the lobby/game code in scheduled-games at the agreed match time (or earlier). By default, the Home Team should provide the code; however, either team may do so to avoid delays.
  • The post must include: the matchup, the lobby/game code, and @mentions for the opposing general manager/captain/team.
  • The 10-minute grace period in §5.7 does not begin until a valid lobby/game code is posted.
  • Codes sent via DMs or the wrong channel do not count toward starting the grace period.
  • If the originally scheduled time passes with no code posted, no forfeit timer may be claimed until the code is properly posted in scheduled-games.
5.4 Game Format
  • 5 players per team
  • Max Spectators: 5
  • 6-minute match duration
  • No Sweeper Keeper
  • Overtime Max Duration: Infinite
  • No mercy rule (goal difference set to 0)
  • The Home Team always starts with the ball. When scheduling, teams should ensure they know which side they are on (Home or Away) to avoid confusion.
  • Teams must verify they are on the correct side before the match begins.
5.4.1 Stalling / Time Wasting Rules (Including Overtime)
Stalling rules remain in full effect during overtime, except where explicitly stated otherwise in this section.

5.4.1.1 Definition of an Offensive Play

An Offensive Play is any intentional action taken by the team in possession that would reasonably force an opponent to make a deliberate challenge in order to prevent a scoring opportunity.

5.4.1.2 Defined Terms

  • Challenge — An action in which a player contests or competes with an opponent for possession of the ball.
  • Deliberate — An intentional action made with purpose, not a reflex or accidental movement.
  • Impede — To delay, obstruct, block, or restrict an opponent's movement or action.
  • Intercept — To prevent the ball from reaching its intended target or destination.

5.4.1.3 Possession Time Limits

30-Second Rule: Once the goalkeeper releases the ball to their feet, the team in possession has 30 seconds to initiate an offensive play. Failure to do so = stalling.

Deflections, Clears, and Timer Resets: If the defending team clears the ball past midfield, the timer resets to 30 seconds. The timer does not begin until the ball is clearly possessed by either team.

5.4.1.4 Four-Box Rule

  • Regulation Restriction: At no point during regulation may a team position 4 defenders inside their own penalty box simultaneously.
  • Final 30-Second Exception: During the final 30 seconds of regulation, a team may position up to 4 defenders inside their own penalty box.
  • Overtime: The Four-Box Rule is re-enforced immediately when overtime begins.
  • "Inside the Box" includes the full width of the box, including the wing areas along the sides of the field past the initial line where the box begins.
  • Action Upon Violation: Players must submit a dispute via ticket within 60 minutes for league review. Failure to submit a dispute within this time frame may result in the violation being upheld.
  • Penalty: Confirmed Four-Box Rule violation = immediate game disqualification (DQ).
  • Affecting the Play: A Four-Box violation only occurs if 4 defenders are inside the box while affecting the play (actively defending, challenging, blocking shots or passing lanes, marking opponents, or positioning that influences the ongoing play).

5.4.1.5 Legal Defensive Reset

If a team wins possession while defending and chooses to pass the ball back to their goalkeeper, this is considered a legal defensive reset and does not constitute stalling.

5.4.1.6 Final 30-Second Exception (Stalling)

  • During the final 30 seconds of match time, stalling rules do not apply.
  • If a team gains possession before the final 30 seconds, standard stalling rules remain in effect even if the possession continues into the final 30 seconds.

5.4.1.7 Referee Discretion

All stalling determinations are subject to referee judgment, with league administration retaining final authority on disciplinary action.

5.5 Playoffs
  • The top 8 teams from regular season standings in each tier qualify for playoffs.
  • Seeding determined strictly by overall regular season record (1–8).
  • Highest seed always faces the lowest remaining seed.
  • Teams with 3+ forfeits are disqualified from playoff competition, regardless of record or standing.
  • Single-elimination bracket with reseeding after each round.
  • All playoff series: Best-of-7 (first to 4 wins advances).

Tiered Prize Pool Structure

  • 70% of total prize pool → player winnings
  • Pro Tier: 70% of the 70% (= 49% of total)
  • Academy Tier: 20% of the 70% (= 14% of total)
  • Development Tier: 10% of the 70% (= 7% of total) + 5 free entries next season
  • 30% retained for league operations

The playoff structure, qualification format, and prize distribution model outlined above will mirror across all three tiers (Pro, Academy, and Development). Prize pool distribution is contingent upon the total number of registered players and may be adjusted at the league's discretion.

5.5.1 Playoff Series Format
  • Best-of-7 series (first to 4 wins advances).
  • Every game counts toward official player statistics.
  • Higher seed is Home Team for Games 1, 2, 5, and 7 (if necessary).
  • Lower seed is Home Team for Games 3, 4, and 6 (if necessary).
5.5.2 Playoff Seeding & Tiebreaker Rules

The top 8 teams in each tier qualify and are seeded #1–#8 based on total record. No divisions — standings are determined by overall league table within each tier. If teams are tied:

  1. Head-to-Head Record
  2. Goal Differential (Goals Scored – Goals Conceded)
  3. Total Goals Scored
  4. Fewest Forfeits
  5. Golden Goal Tiebreaker Match — The first team to score wins and secures the higher seed. Must be officiated by an approved League Official or Referee. If no goal is scored in regulation, the game will continue into overtime until a winner is determined.

For ties involving 3+ teams, the criteria apply collectively. Once a team is separated, the process restarts among the remaining tied teams.

The League Office reserves the right to resolve any unusual or disputed tie situations using reasonable discretion to ensure fairness and uphold competitive integrity.

5.6 Roster Usage & Salary Cap Compliance
  • Teams may only field players on their official roster for that tier.
  • Pro matches may include Academy players within the same organization. Academy matches may only include Academy roster players.
  • General managers count as rostered players if they declared themselves as players and were drafted accordingly.
  • The 5 players fielded must have a combined Final Elo ≤ that tier's Salary Cap.
  • If a submitted lineup exceeds the Salary Cap, it must be corrected prior to match start or result in forfeit.
  • Teams may change their starting five between games, provided the new lineup remains cap compliant and all players are eligible.
  • Repeated violations of roster or Salary Cap rules may result in escalating disciplinary action at league discretion.
  • Teams are not required to cut players to meet the Salary Cap; however, teams must always be capable of fielding a five-player lineup that is cap compliant on match day.
5.6.1 Academy & Development Playing Time Minimum

Each rostered player in Academy and Development must be provided the opportunity to play a minimum of 9 total games (3 matches) during the regular season.

  • The 9 games do NOT need to occur in 3 consecutive match sets.
  • A player may be played in one (1) or two (2) games of a match set at a time, as long as they reach nine (9) total games by the end of the regular season.
  • "Opportunity" means the team must make a reasonable effort to schedule and field the player.
  • Requirement may be waived if the player is unavailable, suspended, or otherwise unable to play despite reasonable team efforts.
  • Teams that repeatedly fail to provide opportunities may face penalties at Commissioner discretion.
5.7 Forfeit Policy
  • Teams failing to field 5 eligible players within a 10-minute grace period (per §5.3.1) forfeit the match.
  • Using un-rostered or ineligible players results in forfeit and potential penalties.
  • Maximum 3 forfeits per regular season — exceeding disqualifies from playoffs.
  • Inactivity for a full week may lead to team removal at Commissioner discretion.
5.7.1 Forfeit Scoring Treatment
Single Game Forfeit: Non-offending team: +1 Goals Scored, 0 Goals Conceded. Forfeiting team: +1 Goals Against. No individual player stats credited.

Full Match Forfeit (all 3 games): Non-offending team: +3 Goals Scored, 0 Goals Conceded. Forfeiting team: +3 Goals Against. No individual player stats credited.
5.8 Match Rescheduling
  • Matches are expected to be played on their originally scheduled game day.
  • Reschedules should only occur if absolutely necessary and must be mutually agreed upon by both general managers.
  • Teams may request a reschedule if both general managers agree and the match is completed no later than the following Sunday.
  • If neither team can play on the original or reschedule date, both receive a forfeit and the match is decided by coin flip. (3 FFs = disqualification.)
  • Each team must field a lineup of 5 players per game from their 10 rostered players (including the general manager, if they play).
  • If both teams cannot field the minimum lineup, the match will be forfeited by both with no further reschedules.
  • The league aims to minimize reschedules and encourages teams to play matches as scheduled.
5.9 Disputes & Final Authority

Any disputes related to scheduling, forfeits, or match results must be reported to league officials immediately. The Commissioner holds sole discretion to make final decisions on all disputes. All decisions by the Commissioner are final and binding.

5.10 Server & Match Verification
  • All matches must be played on the designated central server to ensure fairness and minimize lag (unless both general managers agree on another server).
  • To validate the match and record all individual player statistics, both teams are required to take screenshots of the final results.
  • The winning team's general manager is solely responsible for submitting the game result screenshot to the league-game-results channel.
  • Screenshots must be posted by end of day (or before noon the next day for late matches).
  • Strike System: Failure to submit within the window = 1 strike. Strikes follow the escalation system in §9.7.
  • If a screenshot is not submitted upon request by league management, or if a screenshot is not submitted before the team's next scheduled match, the game is ruled a forfeit.
  • As a courtesy, the losing team may post the screenshot, but this does not remove the winning team's responsibility.
  • Any forfeit issued under this section will count toward the team's seasonal limit of three (3) allowed forfeits.
  • The Commissioner reserves the right to extend this deadline in exceptional circumstances if notified and approved immediately after the match.
  • Matches without a valid screenshot posted within the required timeframe will be officially recorded as a forfeit for the team who won and did not post the screenshot.
5.11 Playoff Game Minimums
Players must participate in at least 3 official matches within their tier during the regular season to be eligible for playoffs. Players who do not meet this minimum are INELIGIBLE FOR PLAYOFF GAMES, even if rostered.
5.12 Game Day Scheduling & Default Time
  • All matches must be played on their originally scheduled game day.
  • General managers are responsible for coordinating and mutually agreeing upon a match time.
  • If general managers have not agreed on a time by 7:00 PM EST, the match defaults to 10:00 PM EST.
  • Failure to field a full roster by 10:10 PM EST = forfeit per §5.7.
§ 6.0 All-Star Event
6.1 Overview

The All-Star Event features the top 10 players in each tier, selected by position and overall performance. The event may also include other mini-events announced during the season.

6.2 Format

5v5 best-of-five series. Each team consists of 5 starters, selected as the best player at each position: ST, CAM, CDM, DEF, GK (10 players total across both teams).

6.3 Substitutions
  • Substitutions are allowed for players unable to participate.
  • Substitutes pre-selected by league staff based on season performance, OVR, and availability.
  • Selected substitutes notified at least 24 hours before the event.
6.4 Selection Process
  • Selection based on season stats, OVR ratings, and staff/general managers input.
  • Eligibility requires participation in the regular season.
6.5 Event Announcement

The All-Star Event date, time, and any mini-events will be announced at least one week in advance. Participation is encouraged but not mandatory.

6.6 Eligibility Requirements
  • Players must have played in a minimum of 3 matches (9 games) to be eligible for All-Star selection.
  • Exceptions may be granted at the Commissioner's discretion.
  • Selection based on a combination of stats, OVR, and community/general manager voting.
6.7 Voting Process
  • Voting open to league general managers and selected staff.
  • Votes weighted alongside season stats and OVR to determine final selections.
  • Voting periods and instructions announced prior to the event.
6.8 Player Commitment

Selected players are expected to participate or notify league officials in advance. Failure to communicate may result in removal from the All-Star roster.

6.9 Event Adjustments

The league reserves the right to modify the All-Star Event format, schedule, or rules to accommodate unforeseen circumstances or ensure fair play.

§ 7.0 Lagout & Connectivity Rules
7.1 Disconnects & Restarts
  • Each team gets ONE restart chance per match.
  • Full restart allowed if lagout happens within the first minute.
  • After the first minute, the match must be restarted with the correct remaining time and score.
  • Stats recorded before the lagout still count.
  • Teams cannot use both options; once one is used, the other is lost.
  • Both original and resumed games must be screenshotted and submitted as proof.
7.2 Restart Limitations

Once a team uses their one allowed restart, any further disconnects must be played through without additional resets.

7.3 Disputes

If general managers do not agree on a reset beyond the allowed limit, the match must continue without interruption. League officials may intervene at their sole discretion.

7.4 Player Responsibility

Players must maintain a stable connection. Frequent or intentional lagouts may result in penalties.

7.5 Glitch Protocol

The restart limitations outlined in §7.1 and §7.2 will be void in the event that verified, game-impacting glitches occur across multiple matches. However, any team that leaves a match without a confirmed glitch will be subject to a forfeit.

7.6 Force Majeure & External Disruptions

If matches cannot reasonably be completed due to circumstances outside of the league's control — including but not limited to game server outages, platform outages, major game-breaking bugs, widespread connectivity issues, or other external disruptions — the League Office may postpone, replay, reschedule, or cancel affected matches.

The Commissioner will determine the most fair and practical resolution for all involved teams.

§ 8.0 Roster & Transactions
8.1 Organizational Structure & Roster Size

Each organization operates three connected tiers: Pro, Academy, and Development.

Rosters are considered locked immediately following the Post-Draft Roster Finalization Deadline (§4.9).

  • Pro & Academy: Required to begin with 5 players each. No players may be added/removed after lock date except under emergency circumstances (§8.5).
  • Development: Roster size varies (typically 6–8 players). May be adjusted in future seasons.
  • All tiers must remain capable of fielding a 5-player Salary Cap compliant lineup on match day.
8.2 Trade Deadline
  • The trade deadline is the halfway point of the regular season.
  • No trades are permitted after this deadline. All rosters are frozen through the conclusion of the playoffs.
  • Trades must not result in a team being unable to field a Salary Cap compliant five-player lineup.
8.3 Promotion & Demotion System

8.3.1 Eligibility Restrictions (ELO Limits)

  • Any player above 800 Final ELO is not eligible for permanent demotion to Academy.
  • Any player above 600 Final ELO is not eligible for permanent demotion to Development.

8.3.2 Manager Control

  • Teams may promote/demote at any time during regular season if eligible and cap compliant.
  • No limit on the number of promotions or demotions.

8.3.3 Permanent vs. Temporary

  • Promotion/Demotion rules apply only to permanent roster changes.
  • Temporary call-ups may only move upward and must be Salary Cap compliant.

8.3.4 Tier Salary/ELO Cap Compliance

Teams must remain under the tier Salary Cap for every official match, regardless of promotions, demotions, or call-ups.

8.3.5 Tier Movement Lock & Playoffs

  • Tier movement locks before the playoffs.
  • During playoffs, teams may only use players on that tier's locked roster.
  • No cross-tier call-ups permitted during playoffs.
  • Emergency exceptions may be reviewed at the discretion of the League Office.

8.3.6 Penalties

Any match played with an illegal lineup (including being over the Salary Cap) will result in a Game DQ. If multiple games are played while over the cap, each game will be individually DQ'd. Repeated violations may result in additional penalties.

8.2 Salary Cap Structure & Lineup Compliance

Each tier operates under its own independent Salary Cap (Pro, Academy, Development).

  • Following each tier's draft, the Salary Cap is set equal to the highest Top-5 team total within that tier.
  • The 5 players fielded must have a combined Final Elo ≤ that tier's Salary Cap.
  • Academy players may compete in Pro matches. Development players may compete in Academy or Pro.
  • Players may NOT compete in a tier lower than the one they are rostered in.
  • When playing up, a player counts fully toward that tier's Salary Cap.
  • Failure to submit a compliant lineup = invalid lineup and potential match forfeit.
8.4 Trade Windows & Processing

Negotiation Phase: Teams may discuss and negotiate trade terms at any time.

Submission & Processing Phase: Trades are formally submitted and only processed on designated Transaction Days (Mondays and Thursdays after all games are completed).

  • All trades must be approved by the league office before they are official.
  • A trade may be denied if it results in Salary Cap non-compliance, compromises competitive integrity, or appears to manipulate Salary Cap structure or draft value.
  • Players may only compete for new teams once the trade is officially processed.
8.5 Inactive Player Policy
  • Suspended/inactive players may be removed from the active lineup.
  • Teams will not be permitted to freely replace removed players unless approved under emergency review.
  • If a team loses 3+ rostered players, Commissioners may intervene to preserve league balance (assigning undrafted players, approving limited emergency signings).
8.6 Expansion Draft Rule

If, within the first two weeks of the season, there is a substantial number of new eligible players, the league may trigger an Expansion Draft. This only occurs if there are enough new players to provide at least one per existing organization. Teams with the worst records get the earliest picks.

§ 9.0 Player Conduct & Eligibility
9.1 Player Eligibility

Players must remain active and communicative. Refusal to participate, going MIA, or disappearing results in a league suspension for the remainder of the season. Suspended players are ineligible to rejoin until the following season or unless approved by the Commissioner.

9.2 Expected Conduct
  • Consistent attendance: Attend scheduled matches or notify general managers in advance of any absences.
  • Respectful communication: No harassment, toxicity, or unsportsmanlike conduct.
  • Good sportsmanship: No exploiting game mechanics or manipulating outcomes.
  • Violations & Consequences: May result in warnings, fines, suspensions, or removal from the league depending on severity.
9.3 Inactivity Policy
  • A player is considered inactive if they fail to play or schedule at least 2 matches (6 games) within a 7-day period without prior notice.
  • After 7 days of inactivity, the player will receive a formal warning. If inactivity persists for an additional 2–3 days, the player may be removed or suspended.
  • Players must proactively notify their team or league officials of unavailability.
  • If a player is deemed inactive and removed from the roster, they will be suspended for the remainder of the season. The team will not be permitted to add a replacement player and must continue the season with a reduced roster size. This policy emphasizes the importance of the draft and commitment to one's team.
9.3.1 Player Commitment & Roster Stability
  • Players who register and are drafted are expected to remain committed to their team for the duration of the season.
  • Players who intentionally quit, refuse to play, repeatedly fail to respond to team communication, or otherwise abandon their team may be classified as having abandoned their roster.
  • If a player abandons their roster, the League Office may remove them and issue a suspension for the remainder of the season and potentially future seasons.
  • Repeated roster abandonment across multiple seasons may result in extended suspension or permanent removal.
9.4 Reinstatement
  • Single Match Suspension (3 games / 1 Red Card): Players suspended for their next match (3 games) must sit out the suspension. Alternatively, they may bypass the suspension by paying a $10 reinstatement fee, subject to Commissioner approval.
  • Two Match Suspension (6 games / 2 Red Cards): Players suspended for two matches must serve the full suspension but may return early by paying $10 per suspended match (i.e., $20 total), subject to Commissioner approval. Waiting out the suspension requires no fee.
  • Season-Long Suspension (3 Red Cards or conduct-based): Players suspended for the remainder of the season may request reinstatement for the following season. Approval is at the Commissioner's discretion, and a $50 reinstatement fee applies.

Conduct vs. Inactivity:

  • Inactivity: Reinstatement requires payment of the applicable fee and proof of active participation.
  • Conduct: Reinstatement requires payment of the applicable fee and agreement to follow all league rules; repeated offenses may result in permanent suspension.
9.5 Severe Misconduct & Instant Suspension

Any form of severe misconduct, including but not limited to inciting riots, hate speech, targeted harassment, or threats made within league channels or during league events, can result in an immediate suspension pending investigation.

The Commissioner holds sole discretion in determining the severity of the infraction and the resulting penalty, which may include immediate and permanent removal from the league without a refund.

Team Responsibility:

  • If a team fields a suspended player in any match, the team will forfeit that match, regardless of the outcome.
  • The match will not count toward serving the player's suspension.
9.6 Discord Conduct & Disciplinary Points

To maintain a positive community, a card system will be enforced for violations of league communication policies within the Discord server.

  • 🟨 Yellow Card: Serves as an official warning for minor infractions (e.g., spamming, light toxicity, unnecessary arguing). Two Yellow Cards result in an automatic Red Card.
  • 🟥 Red Card: Results in a suspension for the player's next match (3 games). The suspended player may not be used in any games during that match window.
  • Accumulating 3 Red Cards in a single season will result in suspension for the remainder of the season, including playoffs.

Cards are issued at the discretion of league officials and the Commissioner. All card issuances will be documented and communicated publicly in a designated channel.

9.7 In-Game Name (IGN) Verification

All players must compete under the In-Game Name (IGN) that matches their primary Discord nickname used for league communication. This is essential for stat tracking, verification, and broadcast clarity.

  • A slightly incorrect or abbreviated IGN (e.g., missing a symbol, capitalization, or minor variation) will count as 1 strike.
  • A completely different or unrecognizable IGN that prevents clear player identification will count as 3 strikes and result in an automatic Yellow Card.
  • Upon reaching 3 total strikes, the player will receive a Yellow Card.
  • Upon reaching 5 total strikes, the player will receive a Red Card, carrying a one-match suspension.
  • Upon reaching 6 total strikes, the player will be suspended for the remainder of the season, including playoffs.
  • General managers are responsible for ensuring their players' IGNs are correct before a match begins.

We're aware that updated IGNs may not appear immediately for other players after being changed. If this happens, please open a ticket and include proof of the update — this may allow the strike to be reviewed and potentially removed.

9.8 Identity & Impersonation

Players must compete under their registered gamertag and Discord.

Impersonation, smurfing, or mid-season identity switching is prohibited. Violations will result in suspension and possible permanent removal.

9.9 Bribery, Tampering & Collusion
  • Any attempt to influence trades, roster decisions, or match outcomes through bribery, side deals, or collusion is strictly prohibited.
  • Only official league assets (players, draft picks, or approved trades) may be exchanged between teams.
  • Offering money, gifts, or out-of-league incentives to sway decisions will result in suspensions or permanent bans.
  • General managers and players are expected to uphold competitive integrity at all times.
9.10 League Reputation & Conduct

Players, general managers, and staff represent the league while participating in MRL activities. Behavior that intentionally damages the reputation of the league, its staff, or its competitive environment may result in disciplinary action at the discretion of the League Office.

§ 10.0 Communication & Scheduling
10.1 Communication Platform

Discord is the official platform. All players and general managers must remain active and reachable on Discord during the season.

10.2 Voice Channel Requirements
  • Teams must be in their designated team voice channels during all league matches.
  • If Academy or Development matches are scheduled at the same time as their organization's Pro match, the Academy or Development roster must create a separate voice channel using the Create Private VC channel. After creating the channel, teams must use the custom-vc interface to properly rename the voice channel and adjust permissions as needed to ensure only the appropriate players and staff have access.
  • All teams are responsible for ensuring their voice channels are properly set up prior to match start time.
10.3 Scheduling
  • General managers must proactively coordinate match times well in advance.
  • Match times confirmed at least 24 hours before the game.
  • Games should only be posted in scheduled-games once finalized.
  • General managers may request reschedules up to 1 hour before game time. Within 1 hour, rescheduling is at the opposing general manager's discretion.
10.4 Unresponsiveness & Conflict Resolution
  • If a team or player is unresponsive for 48 hours during scheduling, the league may reschedule the match, award a forfeit, or take other appropriate action.
  • Match disputes must be reported immediately to the Commissioner.
10.5 Match Scheduling Tie-Breaker

If the league sets a match time due to no agreement, the team with the majority of players available at the scheduled time will be awarded the win.

10.6 Expected Communication Standards

Players and general managers must maintain respectful, timely, and professional communication.

10.7 Broadcast & Media Rights
  • All participants consent to matches being streamed, recorded, and published by the league.
  • The league reserves the right to use match footage, highlights, and related media content for promotional purposes, including but not limited to social media, video content, and graphics.
  • Players and general managers may stream their own matches, provided they do not interfere with official league broadcasts or violate community conduct rules.
  • Any disputes regarding streaming rights will be resolved at the Commissioner's discretion.
10.8 Match Recording for Media & Review
  • At least one rostered player from each team must record their screen for the entire duration of all league matches (Regular Season and Playoffs).
  • Purpose: Recordings will be used to create highlight reels, promotional content, and to provide visual evidence in the event of a rule dispute.
  • Recordings must capture the entire match from lobby screen to final scoreboard.
  • Team voice chat may be recorded, but for public-facing content, all audio must be muted unless explicit consent is obtained from every player on the recording. This is also to preserve each team's strategy from being recorded.
  • Teams must submit their recording within 24 hours upon league request.
  • Failure to have at least one player recording a match will result in a formal warning for the team's general manager for the first offense. Subsequent offenses may result in a Yellow Card for the general manager under Section 9.6.
§ 11.0 Dispute Resolution & Appeals
11.1 Reporting Disputes

All conflicts must be reported promptly to the Commissioner or designated admins.

11.1.1 Match Dispute Window
Match-related disputes (including but not limited to stalling, illegal players, settings issues, forfeits, and result disputes) must be submitted within 1 hour of the match ending. Disputes submitted after this window may be denied unless the Commissioner determines there were exceptional circumstances or new evidence that could not reasonably have been provided within the 1-hour window.
11.2 Evidence Review

The Commissioner reviews all relevant evidence: game footage, chat logs, and statements.

11.3 Rulings & Appeals
  • Commissioner's decisions are final.
  • Teams may submit an appeal within 24 hours if new evidence is discovered.
11.4 Contacting Officials

For all disputes, contact the Commissioner or any league Official/Referee directly on Discord.

§ 12.0 Season Timeline
  1. Sign-ups: Open immediately after the previous season's playoffs.
  2. Draft: Scheduled 24 hours after the Showcase ends. Draft lottery held the day before.
  3. Preseason Tournament: Single-elimination, best-of-1 tournament held the day after the draft.
  4. Regular Season: Runs approximately 3 weeks.
  5. All-Star Event: Scheduled the weekend before the final week of regular season.
  6. Transaction Deadline: The last Monday of the regular season.
  7. Playoffs: Begin immediately following the regular season. Top 8 teams qualify.
  8. Offseason: Begins after playoffs conclude.

Specific dates and times are posted in the season-schedule channel on Discord.

§ 13.0 Prize Pool & Awards
13.1 Prize Pool Overview
  • Total prize pool announced prior to the draft.
  • Amount may change based on total number of registered players.
  • Processing fees may slightly reduce the final distributed amount.
  • Commissioners will contact each winning team to confirm whether prize money is sent to the general manager for distribution or split directly among players.
  • Payouts issued within 14 days of season conclusion via a league-approved payment method.
13.1.1 Prize Award Disclaimer
All prizes are awarded by the MRL League Office based on final season standings and compliance with league rules. Payment of the league registration fee does not guarantee any prize winnings. Prize eligibility is determined by participation, rule compliance, and official season results as recognized by the league.
13.2 Team Prizes
  • 70% of total prize pool → player winnings across three tiers
  • Pro Tier: 70% of the 70% (= 49% of total)
  • Academy Tier: 20% of the 70% (= 14% of total)
  • Development Tier: 10% of the 70% (= 7% of total) + 5 free entries next season
  • 30% retained for league operations (stats, graphics, bots, future development)

Prize pool distribution is contingent upon total registered players and may be adjusted at the league's discretion.

13.2.1 Prize Eligibility & Forfeiture
Players or teams found in violation of league rules (cheating, account misuse, suspension, fraudulent activity) may be deemed ineligible to receive prizes. The League Office reserves the right to withhold, adjust, or reallocate prize payouts to preserve competitive integrity.
13.3 Individual Awards

End-of-season awards based on regular season performance:

  • 🏆 MVP
  • ⭐ Rookie of the Season
  • 📈 Most Improved Player
  • ⚡ Clutch Player of the Season
  • 🎯 Midfielder of the Season
  • 🛡️ Defensive Player of the Season
  • 🧤 Golden Glove
  • 👟 Golden Boot
  • 📋 General Manager of the Season
  • 💪 Ironman Award
  • ❤️ Heart of the League
  • 🔄 6th Man of the Season
  • 🎮 Playmaker of the Year

Awards are determined by a combination of statistics, commissioner evaluation, and community input. Winners are announced publicly before the Season Finals.

13.4 League Award Prizes & Roles

Winners of all official league awards will be granted exclusive Discord roles recognizing their achievements. Awards decided by stats, staff evaluation, and community input.

13.6 Prize Pool Surplus Allocation
  • Surplus funds will be allocated to League Operations (graphics, stats, bots) and Future Development (next season preparation).
  • Surplus funds will not be distributed to staff but will be used for league growth and sustainability.