Rules

Overview

  • The RHL Season will play a series of “progressive group stages”. Every 3 weeks, teams will be assigned a group to play a round robin with (where each team has a match with every other team in their group). The results of the round robin will determine how teams are grouped for the next round robin stage. Teams performing well will be invited to the playoffs at the end of the season.
  • Team captains will be responsible for scheduling their assigned matches during the season, and a match may be played anytime during the first 2 weeks of each stage, as long as both teams agree. The 3rd week of each stage will be reserved for tiebreaker matches and other matches needing administrative direction.
  • Team sizes will be 3-­8 players, with PC and PS4 players allowed to compete.
  • The playoffs will start with a total prize pool of $500. The pot split will be 40% ($200) for 1st place, 20% for 2nd, and 10% for 3rd and 4th place, and 5% for 5th-8th place.

Administration and Announcements

  • Official announcements as well as statements of RHL admins at any place can ignore or overrule the following rules in order to make the competition as fair as possible. In case of contradicting declarations, the most recent announcement or admin statement counts.

Commitments

  • By competing, participants acknowledge without limitation to comply with the rules and regulations, official announcements, and with the statements and decisions made by the RHL admins.
  • Every participant acknowledges the right for the administration to modify the rules and regulations for adjustments at any time without notice.
  • Every participant has to show the needed respect towards admins and other participants. Disrespectful behavior towards anyone will not be tolerated.
  • Every participant must always have the newest version of Steam and Rocket League installed and has to check for updates in time before each match. Unless an update comes out right before a match, patching is not a valid reason to delay it.
  • Every team is expected to adhere to their team’s schedule once it is established, by team meetings or by the administration, to the best of their ability.
  • Every team and participant has to try to win every game at every stage of the competition. Purposefully losing for any reason will not be tolerated.
  • Any use of rules intended to undermine the spirit of competition will not be tolerated.

Registration

  • Players must register on the RHL website and fill out a Team or Free Agent signup form in order to play.
  • Each player registered to a team must have a steam profile link (PC) or a PSN ID (PS4) included in their information.
  • Everyone playing in the league must provide their timezone.
  • Team captains must include an email address.
  • Teams may be wait-listed before joining the season, based on the order that they joined, to preserve the seasonal structure. Teams still on the wait-list when the season starts will begin in the Bronze Groups (see Seasonal Format).
  • Team names, player names, and logos must be original. If you feel your team name or player name is already well established, and another team in the league has a conflicting name, you may contact the admins to have them assess the situation and resolve it positively for those involved.

Teams & Players

  • A team has to consist of at least three member players, and no more than eight. Those persons will be called “team members” or “members” of the team in the following.
  • Teams will designate a “captain” and (optionally) an “assistant captain”. Either the captain, assistant captain, or an acting captain must be present for all RHL games. A team’s captain or assistant captain must notify the opposing team in advance if they plan to use an acting captain.
  • Any duties designated to the team captain may be fulfilled by the assistant or acting captain.
  • Rosters will be locked for each Stage (every 3 weeks). Roster changes will only go into effect during the Stage following their submission, as long as registration is not closed.
  • Teams are allowed more than 8 players as “reserves”. However, only 8 players on a team may be considered “active” at any time. Teams may change active and reserve players, and the changes will go into effect for the following Stage

Communication

  • All formal communication in between participants and RHL administrators has to be in English language.
  • Team captains and assistant captains are responsible for communication within their team, with other teams, and with the administration.
  • Captains may communicate on any platform of their choosing for the purposes of scheduling.

Seasonal Format

  • The season is to be played as a series of group stages. Every Stage, teams will be divided into groups (about 4­6 teams) and play a round robin of matches. The results of each round robin will determine how teams progress in the next Stage.
  • Every team begins the season in the Gold Group. At the end of each Stage, at least one team from the bottom of each Gold Group will progress to a Silver Group. From the Silver Group, teams may still progress all the way to the playoffs. Teams placing near the bottom in a Silver Group will progress to a Bronze Group.
  • The day of the week the season begins, and that same day on the following weeks, will establish the beginning and end of each “week”.

Stages will be played in 3 week blocks

  • At the beginning of each Stage, groups are assigned and matches are scheduled by team captains. Matches may be played any time during week 1 and week 2.
  • Week 3, if any tiebreaker matches are necessary to resolve group standings, they will be scheduled and played. The admins will also act to resolve any unplayed matches from the group.
  • Each match is a best of 3 games. Each match will have a designated “home team” and “away team”. The home team will be the first team listed in the matchup. Home and away teams will be determined partially by seeding (when available), and by a random number generator.
  • Each match will award 2 points to the winning team, and if a match goes to game 3 (in the case of a 1­-1 match score at the end of game 2) the losing team will be awarded 1 point. Points will determine a team’s standing in their group.
  • Admins may choose to extend a week or stage for any or all teams.

Match Protocol

  • Before the match, team captains will communicate to establish team colors, server locations, and server name/password.
  • Home team chooses their desired color and server location for Game 1 and Game 3 (every odd numbered game).
  • Away team chooses their desired color (stay/switch) and server location for Game 2 (every even numbered game).
  • Home team chooses the server name/password that they share with the away team, and home team starts the server for every game.

Server Settings

  • Snow day mutators (ball type puck, ball bounciness low). NOTE: Options must be changed in the mutators sub­menu. Changing the “game type” on
    the server selection screen does not apply all of the snow day mutators.
  • Unless another standard map is agreed upon by both teams, the default snow day map (DFH Stadium Snowy) will be used. Non­standard maps (Rocket Labs, Wasteland, Neo Tokyo) are not currently allowed.
  • 3v3
  • Server/password, no party servers.
  • Default for all other game settings.
  • Before joining a team at the start of a game, players must wait until everyone involved in the match has joined the server.
  • At the end of a match, the winning team posts the results.
  • Replays and end game screenshots of the scoreboard are required to be submitted.

Match Rules

  • Teams may come to any other agreement about server hosting, except for playing in a region neither team has players in.
  • Only 3 players per team are allowed on the server at any time. Coaching while using a spectator slot is not allowed.

Regames are allowed for the following reasons

  • The game is hosted in the wrong server region or with the wrong settings.
  • A team has more than 3 players on the server at the same time during a game, for more than 10 seconds on the game clock.
  • A player joins a team in a match before all players have connected. Regame must be requested before 5 seconds have passed on the game
    clock.
  • Server Reroll – A team may ask for a reroll once per match, before 10 seconds have passed on the game clock, and before the first goal. This is to mitigate server issues and/or unusual latency, the regame is played in the same region.
  • Server crash ­- A game affected by a Steam or Psyonix server crash may be regamed. If a server crash occurs during overtime, the regame may be played as a first to 1 goal at the agreement of both teams.
  • Regames are allowed for other reasons only at the agreement of both teams, unless ruled otherwise by an admin.
  • Regames are to be played in their entirety, aside from the overtime regame rule.
  • If the away team is not satisfied with the server name/password, they may request “standard” server info. Standard server info is the two teams acronyms combined, with home team first, for both server name and password.
  • Communication between teams during a game should remain in­game when possible.

Substitutions and Disconnects

  • Teams are allowed to substitute one member for another, between games.
  • If a player disconnects, emergency substitutions are allowed, in lieu of that player reconnecting.
  • Players subbing in are not allowed to join the game prior to another teammate disconnecting.

Results

  • A game is finished at the end of the default 5 minutes if a team scored more goals than the opposite, after Overtime if the game is tied, when the majority of a team leaves on purpose, or when the administration decides on it.
  • After a match, the winning team’s captain or assistant captain is responsible for reporting match results and submitting replays and screenshots of end­game scoreboards to the appropriate match on the Challonge website.

Bugs

  • If any game­ breaking bugs occur, the game has to be quit and the game has to be re­played. If a team doesn’t agree on the rematch, a video recording of the bug is strongly recommended. The admin will then decide the outcome.
  • Abusing a bug is forbidden.
  • Pinching (pressing the puck between two surfaces to launch it) is not considered a bug.
  • Deadstops (where the puck changes speed or direction unpredictably while only interacting with map geometry), though extremely rare, will not be considered game­ breaking except in extreme circumstances (causing or stopping a goal in very close games), after reviewed by an admin.

Tools and Hacks

  • The use of any Rocket League tool aside from Steam, PSN, and Rocket League during a match is strictly forbidden.

Rule Violations and Punishments

  • Rule enforcement and punishment is at the discretion of RHL admins. The possibilities for punishment include game forfeits, match forfeits, player suspension, and player banning.