Rocket League Rulebook

  • Rulebook

Last Modified: January 28, 2020

These rules are subject to change at the administrator’s discretion. If rules should change, all captains will be notified accordingly.

The Handbook’s General Rules apply to all CEA games, please read them first!

I. Rocket League Overview

  1. Player Eligibility: All Players participating in Rocket League competitions must have access to the game on PC (Steam), PS4, XB1, or Switch. Only registered team members playing under their own account are allowed to play for a team.
  2. Team Roster: A team may start the season with 3-8 participants. Rules for qualifications for rostered members can be found in CEA general rules.
    1. After the beginning of Regular Season play (Week 1 matches), a player rostered on a team may not transfer to another roster within the same company for the same game without the Game Lead’s approval.
      1. The main circumstance permitting a transfer would be a team losing players and falling below the minimum team size.
      2. Companies with multiple teams playing the same game may have players on multiple rosters as outlined in the general rules under “Team Eligibility.” Being a floater is not considered transferring.
    2. After Week 5, removing players from the roster does not free up additional spots.
  3. Registration: The Rocket League registration fee will be $120 per Team. The captain pays this fee during registration on the CEA website.
  4. Game Version: Each player must have their game up to date with the latest patch for their system.
  5. Weekly Structure:
    1. Monday: Matchups for the following weekend are distributed (assuming all previous round Match results have been entered).
    2. Saturday: All Matches are played on Saturday starting at 11am Pacific (2pm Eastern). The CEA observes Daylight Savings.
  6. Season Format: Exact season format will be announced before the season begins when we know the exact number of teams. This section will be updated along with an announcement email for all captains. There will be at minimum two stages: Non-elimination Regular Season (~8 weeks) and Elimination Playoffs.
  7. Team Numbers: Each team is assigned a unique identifier number by the Game Lead. This will be used to identify the team’s Matchups and name the lobbies in client.
  8. Day of Match protocol:
    1. Both teams should have the Rocket League game client open and be ready to join at the Match start time. Check-in will be enabled so teams will know their opponents are present.
    2. Teams should also be equipped to communicate outside of the game client during the Match, preferably through Discord PM between captains/representatives.
    3. The captain or designated representative from the Home team (more info on Home/Away in II.5) will create a Private Match in-game with the following parameters:
      1. Game Mode: Soccar
      2. Arena: Home team's choice from list in II.9.
      3. Team Size: 3v3
      4. Bot Difficulty: No Bots, Team Settings and Mutator Settings: Defaults
        1. Mutators, Series Length: 5 for Regular season, 7 for Playoffs
      5. Region: Home team's choice between US-West and US-East
      6. Joinable By: Name/Password
    4. After hitting "Create Match", the Home team rep will enter the following:
      1. Name: (Home Team #)vs(Away Team #)
        1. Identifier numbers are always expressed as 2 digits, including leading zeros
      2. Password: cea
      3. Example 1: Team ABCD (identifier #27) is the home team, playing Team EFGH (identifier #52). The lobby name will be 27vs52 and the password will be cea.
      4. Example 2: Team IJKL (identifier #48) is the home team playing Team MNOP (identifier #03). The lobby name will be 48vs03 and the password will be cea.
    5. All players will then join the lobby using the above name and password. The Home team will be Blue, and the Away team will be Orange. Players may not join their assigned side until three players from each team have joined the lobby.
    6. At the conclusion of each Game in the Series, teams will be given the opportunity to take a 1-minute break and communicate if they need to make a substitution or pause the game for any reason. This action can be done by using the in-game chat or communicating externally. Captains can select the in-game Ready button to indicate that they are ready for the next game to begin.
      1. Opponents should provide flexibility and leniency during this break for issues that would normally warrant a Stoppage of Play (III.1).
      2. Following the 1-minute break, captains should communicate to their players to not join their assigned side (Home/Away) if the opposing team has requested a break or is in the process of making a substitution and is waiting for their substituted player to join the match.
    7. During this time, in the post-game screen, the Home team representative will change the Arena (available by hitting "Match Settings") to the next arena of our their choice from the RLCS competitive map pool. See Arenas / Map Pool (II.9) below for the list of available arenas for play.
      1. Seasonal arenas such as Snow Day and Farmstead can be selected upon approval from the opposing captain.
  9. Definitions:
    1. Best-of-X: a Match that has X number of Games, and the Team that wins a majority of the Games is declared the winner. Once a Team wins the number of Games needed to reach the requisite majority, then that Team will be declared the winner of the Match, and any Games that have not been played at that point will not be played. For example, in a Best-of-Five Match, once a Team wins 3 Games, that Team will immediately be declared the winner of that Match.
    2. Game: a single 5 minutes + Overtime competition between two Teams.
    3. Match: Tournament play between two Teams that may involve multiple Games
    4. Series: a group of Games that together constitute a Match
    5. Team: a group of Players who compete in the Tournament together as a unit.

II. Rules

  1. Game Mode: Soccar, 3v3
  2. Match Winner: The winner is the Team that wins the most Games in the Series.
  3. Series Length: Matches will be best-of-five (5) during the regular season. Matches will be a best-of-seven (7) for playoffs and elimination rounds.
  4. Restrictions:
    1. There are currently no equipment, skin, vehicle, etc restrictions.
    2. All standard controllers, including mouse and keyboard, are legal. Macro functions are not permitted.
  5. Home/Away team: Home and Away teams will be assigned weekly.
    1. During the regular season, the team on the left side of the Matchup page is the Home team. The team on the right side is Away. During playoffs, the team with the higher seed (#1 is higher than #2) is the Home team.
  6. Roster: Players are allowed to switch during a Match (e.g. in-between games during a Bo7), limited to two substitutions per Match per Team. A player who is substituted out may be substituted back in later, using that team’s second allowed substitution.
  7. Spectator slots: Spectator slots may be occupied by Casters, CEA representatives and their designees, or players from either team not currently playing. Such players may stream from the Spectator slot.
  8. Scheduling/Forfeits: The first game of each round will generally begin at the specified time. See [General Rules] in the handbook for rescheduling rules and post in #reschedule-reporting on the CEA discord server if the match is agreed to be rescheduled.  Forfeits will be reported to the #forfeit-reporting channel in the CEA Discord server by the team captain.
  9. Arenas/Map Pool: Aquadome, Champions Field, Champions Field (Day), DFH Stadium (Day), DFH Stadium (Stormy), Mannfield, Mannfield (Night), Mannfield (Snowy), Mannfield (Stormy), Neo Tokyo, Salty Shores, Starbase ARC, Urban Central, Urban Central (Dawn), Urban Central (Night), Utopia Coliseum, Utopia Coliseum (Dusk), Utopia Coliseum (Snowy), Wasteland, Wasteland (Night)
  10. Replays: Due to our cross-platform format for this game, replays will not be required for CEA Rocket League.

III. Technical Issues

  1. Stoppage of Play Procedure: A Player experiencing technical issues on either team, or a teammate of such a player, may call for a restart of the game prior to Game of Record (III.B) being established for significant Issues without requiring agreement from the opposing team.
  2. The Player requesting a restart must be experiencing one of the following Issues:
    1. A hardware malfunction (e.g. equipment failure)
    2. Physical disruption (e.g. breaking furniture)
    3. Software Failure (e.g. crashing) or Disconnecting
    4. Other extreme or extenuating circumstances (e.g. household emergency).
    5. Severe lag (>150ms ping) if it is suspected that the individual server (not the region) is at fault. If connecting to a new server does not fix the issue, and other players are not experiencing the issue, this procedure should not be repeated.
  3. While pausing cannot occur in a Private Match, the Game may be re-created for these circumstances. It is recommended to change the Series Length to Unlimited and keep track of Game wins manually, preferably in external communication.
  4. If a Player Issue occurs after GOR is established, the Game may be restarted if agreed to by the opposing team. Otherwise, the shorthanded Team will continue to play out the single Game within the Series until the Player disconnects or the Issue is resolved.
    1. A disconnected Player may rejoin at any time. After a disconnect, if the Player cannot rejoin, any other rostered Player from the shorthanded team may join during the Game, using one of the team’s allowed substitutions. However, if this is the first disconnect for the Team during the series, this substitution will not count towards the number of allowed substitutions
    2. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may either substitute another Player from their roster or continue shorthanded. If this is the first disconnect for the Team during the series, this substitution will not count towards the number of allowed substitutions.
  5. In the event of a game server crash, the Game Lead will determine next steps.

Game of Record

  1. A game of record ("GOR") refers to a game where all players (six typically, five in the case on an intentional 2v3, four in the case of an intentional 2v2, etc) have loaded in, the game clock has been started (no longer reads 5:00), and some significant in-game event has occurred (as defined in Section 2 below). Prior to all three of these conditions being met, if a serious issue has occurred, players should stop play and restart the match, or contact the Game Lead to assess the situation. Once a game attains GOR status, the game will be considered as "official" from that point onward. After the establishment of GOR, game restarts will be allowed only by agreement between both teams or with Game Lead approval.
  2. Significant events, any of which satisfies the third condition for establishing GOR:
    1. A goal is scored
    2. A shot on goal is made (as defined by in-game detection)
    3. A shot is saved (as defined by in-game detection)
    4. A vehicle is demolished

IV. Contact Info

  1. Discord Server:
  2. Email Contacts:
    1. Game and Rules related:
    2. Business, money, and sponsorship related:
    3. Other: