Clash Royale

Clash Royale Rules

Clash Royale Rules

LPL HSL Clash Royale 2020 Ruleset

This document outlines the rules and regulations related to the LPL HSL Clash Royale
2020. Failing to adhere to these rules and regulations may result in disqualification
and/or other penalization as determined by Let’sPlayLive management. Please note
that Let’sPlayLive management has the authority to make final decisions that are not
specifically outlined in these rules and regulations to preserve fair play and sportsmanship
at its sole discretion.

The event is also sanctioned by the New Zealand Esports Federation. All players will be
required to conform to the rules and regulations of the NZESF. Failure to do so may result
in disqualification from the event and/or sanctions imposed by the NZESF.

Version 3, 14 January 2020

LPL HSL Clash Royale Information

1. Introduction and Purpose

These Official Rules (“Rules” or “Ruleset”) of the Clash Royale High School League
(“Clash HSL”) apply to each of the teams that have qualified to play in the Clash HSL,
as well as any advisors, team captains, team coaches, roster players
(collectively “Team Members”), and other employees. These rules also govern the
actions of all Clash HSL officials (“Officials”) and referees (“Referees”). All those
involved in the Clash HSL are known as Clash HSL Participants (“Participants”).

These rules are designed to ensure the integrity of the competition facilitated by
Clash HSL for the competitive play of Clash Royale.

In addition to the rules outlined in this ruleset, the Clash HSL is operated in
accordance with the New Zealand and Australian Esports Federations.

2. Team Eligibility

2.1. Roster Requirements
For a team to be deemed and then remain eligible to compete in the Clash HSL,
they are required to meet and uphold all of the following conditions:

2.1.1. Team Roster
Each team is required to submit and maintain, during the course of each Clash
HSL split (“Split”):

-One (1) team captain (“Captain”)
-Three (3) starting team members (“Starters”), including the team captain
-Between zero (0) and two (2) substitutes (“Substitutes”)
-The combination of a team’s starters and substitutes, including the captain,
will be referred to as a team’s “Roster”. Any player on a team’s roster may be
referred to as a “Rostered Player”.

All rostered players on a team must be eligible to participate in the Clash HSL
in accordance with the conditions laid out in section three (3) of this ruleset.

2.1.2. Team Staff
Each team must, as part of their team application to the Clash HSL, submit one
(1) team advisor (“Advisor”) along with their roster. This role must be filled by a
teacher of the competing school, who must be employed by the registering school
at the point of HSL registration. If the Advisor changes at any point of the HSL,
an LPL official must be notified immediately and a replacement Advisor must be found.

2.1.3. Signups
All teams must register their full team on the HSL website. This will be the official
roster for the team and will need to be kept updated if the team changes.

All changes must be approved by LPL officials before they will be entered into
the Clash HSL.

3. Player Eligibility

3.1. Player Behaviour
All Clash HSL participants must follow the Code of Conduct as described in
Section nine (9) of this ruleset.

3.2. Player Age
Any Player that is a registered student in a High School based in New Zealand
or Australia is eligible to enter the Clash HSL.

3.3. Player Names
Player names must be approved by LPL officials in advance of use in play.
Players must use the in-game name they have registered with on the LPL
Website if possible. Name changes are strictly disallowed, unless during the
off-season, and must again be approved by LPL officials prior to use in a Clash
HSL match.

3.4. Region & Player Residency
The Clash HSL organised by LPL is for the Australian and New Zealand region.
Only players who are residents in one of these two counties are permitted to
compete in the Clash HSL

LPL officials reserves the right to make final and binding decisions regarding
player eligibility and entry to the Clash HSL.

4. League Structure

The Clash HSL is operated by LPL officials (“LPL officials”, “League Ops”).

4.1. Definition of Terms
4.1.1. Game
An instance of competition in a Clash Royale match that is played until a winner
is determined by completion of the final objective (destruction of the last tower),
Team forfeit, or an Awarded Game Win.

4.1.2. Match
A set of games that is played until one team wins the series.

4.1.3. Split
A scheduled season that will occur over an approximately three-month period of
time. Each Split will consist of two separate phases, (a) League Stage and (b) Playoffs.
The Playoffs phase will always occur after the completion of the League Stage.

4.2. Phase Details
4.2.1. League Play
This phase consists of each team a single round robin playing a scheduled match
per week for seven (7) weeks. Large sign ups will result in teams being placed into

4.2.2. Playoffs
This phase consists of a single elimination tournament among the top x teams (pending
sign ups).

4.2.3. Tiebreakers
In the event that more than one team has an equal amount of wins and a tiebreaker
is needed to decide which teams move from the League Play to the Playoffs, the
decision will be made via Head to Head.

Head to head - If a team has already defeated another in the League Play split via
match win or forfeit they win the tiebreaker by default.

4.3 Prizes
Prizes are specified on the respective split's event page.

An LPL official will follow up with winning teams within five (5) business days of
the Clash HSL concluding.

5. Match process

5.1. Schedule Changes
At its sole discretion, an LPL official may alter the order of the matches on a
specific day and/or change the date of a Clash HSL match to a different date.
In the event of a change in schedule, LPL officials will notify all affected teams
at the earliest convenience. The HSL schedule will be generated at a date
specified by LPL officials.

5.2. Game Arrival
All players for a team’s Starting Roster who are competing in a Clash HSL match
must be ready to play twenty (20) minutes prior to their scheduled match time.
Players must host and create a lobby and invite their opponents, communication
between the two parties can be used on match pages or in the HSL Discord.

5.3. Game Version
All Clash HSL Matches will be played on the current game patch available on the live
server. It is the responsibility of players to ensure their game is updated prior to a
Match. Restricting the use of in-game elements will be at the discretion LPL officials.

5.4. Player responsibilities
5.4.1. Readiness
A team is only ready if all three (3) players are ready to begin the match. If teams
are not ready to play by the start of their scheduled match time then the team will
be considered late.

5.5.2. Lateness penalties
Teams that are not ready to play by the start of their scheduled match time are
subject to penalties for lateness.

If the team are not prepared 30 minutes after their start time, LPL officials reserve
the right to forfeit the late team for their match up. Subsequent lateness may
resolve in removal from the ladder or point reduction as the discretion of LPL officials.

5.5.3 Disconnects
Teams are required to field a full team of three (3) Starters (See Section 2.1.1.) to
start a match. If a player unintentionally disconnects during a match, they can
reconnect to resume.

5.5.4. Spectators
Spectators are allowed.

5.5.5. Streaming
Players are not allowed to stream their games on any streaming websites.

5.5.6. Reschedules
All teams are allowed to reschedule their game (except matches played on broadcast)
should enough notice be given to both LPL admins and the opposing team.
Rescheduled games have a deadline and must be played 6 days after the original play

5.5.7. Broadcast Matches
Some Clash HSL splits involve a live broadcast by LPL. Selected Matches will be
broadcast to on days specified in the
respective split's event page. LPL officials will notify teams of broadcast matches
prior to the broadcast day.

6. Game rules

6.1. Definition of Terms
6.1.1. Unintentional Disconnection
A player loses connection to the game. This is caused by problems with the device,
game client, network or platform.

6.1.2. Intentional Disconnection
The player’s connection to the game closes due to the player’s own actions (such
as quitting the game). Any player’s actions which lead to the game disconnecting
will be treated as intentional, regardless of the player’s intent.

6.1.3. Server Crash/Game Crash
All players lose connection to the game due to a problem with venue internet or
game server.

6.2. Game Format
League Play

-Teams will be made up of 3 to 5 players. The teams will consist of 2 players
who will play the 2v2, and 1 player who will play the 1v1. You may not use the
same players for both of these sets.
-If a match up is 1-1 (one all), the final match will be a 3v3 King of the Hill
format with any of the team members who choose to compete.

Set 1: 2v2 Best of One set.
Teams must pick two players to battle it out in the first set. The Team that
wins the 2v2 will win this set.

Set 2: 1v1 Best of Three set.
Teams must pick one player to battle it out in this second set. This player
cannot have participated in Set 1 (2v2). Players must win 2 out of 3 games
to win this set.

Set 3: 1v1 King of the Hill.
Teams must pick a maximum of 3 players on their roster to battle it out in
this final set. As soon as a player loses a 1v1, they are knocked out, and
another team member must step up and continue the battle while the winning
player stays on. When a team has all their players knocked out, they will lose
this final set.

Playoffs will have the same format as League Play, except the 2v2 will be a
Best of Three set.

6.2.1. Bans (Veto)
Teams will have the opportunity to ban (now referred as Veto) cards. ALL
Veto's must be submitted before the match starts on their respective match
page generated by the HSL website close to their next match start time. The
veto process will be the following:

1. Team A veto's x1 2v2 Card
2. Team B veto's x1 2v2 Card (the x2 cards banned cannot be used by either team in the 2v2 set)
3. Team A veto's x1 1v1 Card
4. Team B veto's x1 1v1 Card (the x2 cards banned cannot be used by either team in the 1v1 set)
5. Team A veto's x1 KoH Card
6. Team B veto's x1 KoH Card (the x2 cards banned cannot be used by either team in the KoH set)

If a Team uses a banned card, they must forfeit their current/played game. If
both Teams uses a banned card, they must reset their current/played game
and replay the match with the same decks (banned card being swapped out).
Teams will then have up to 5 minutes to create their deck.

Newly released cards are automatically banned for a duration specified by LPL officials.

6.2.2. Deck Changing (Veto)
Teams are allowed to change their deck after each game if they choose to. They
must take no more than 5 minutes to create their deck.

6.3. Game Setup
Teams must create their own lobbies. Teams playing in a broadcast game each
week must join the HSL clan specified by LPL officials and leave the clan after
their match if they are not participating in the following week's broadcast.

6.3.1. Match Restarts
Match restarts can only happen under the following circumstances.
- A player fails to load in
- Both teams use a banned card

6.4. Post-Game Process
6.4.1. Technical Notes
Following the completion of a game, players must communicate any technical
issues that arose during game play. Players will also have this time to identify
and solve any technical difficulties with LPL officials.

6.5. Post-Match Process
6.5.1. Results
LPL officials will communicate and confirm the results of a Match with both
teams. Players are also responsible for delivering match results.

6.5.2. Post-Match Obligations
LPL officials will inform players of any and all post-match obligations including,
but not limited to interviews or further discussion of match matters.

6.5.3. Forfeit Scoring
Matches won by forfeit will be reported by the minimum score it would take for
one team to make the match. No other statistics will be recorded or published
for forfeited matches.

7. Code of Conduct and Anti-Cheat

All High School League participants are subject to the LPL Anti-Cheat:

8. Ruleset Administration

8.1. Finality of Decisions
All decisions regarding these rules and their interpretation, including penalties
for misconduct, scheduling, and player eligibility lie at the sole discretion of the
Clash HSL. The result of any appeals process will be final and shall not give rise to
any claim for monetary damages or any other legal remedy.

8.2. Rule Changes
These rules may be amended, modified or supplemented by the Clash HSL, from
time to time, to ensure fair play and the integrity of Clash HSL competition.

8.3. Administrative discretion
LPL officials at all times may act with the necessary authority to preserve the best
interests of the Clash HSL. This power is not constrained by the lack or presence
of any specific language in this document. LPL officials may use any form of punitive
action at their disposal against any entity whose conduct is not within the confines
of the best interests of the Clash HSL.

8.4. Headings in this Ruleset
The headings in this ruleset are for convenience only, confirm no rights or obligations
in either party, and do not alter any terms of these rules.

8.5. Application of ruleset
This ruleset applies to all Participants in the Clash HSL, including, but not limited to,
Players, Captains, Coaches, Team Owners, Clash HSL Admins, Volunteers and Casting
crew. Participation in any Clash HSL activity constitutes agreement to this ruleset and
a commitment to uphold its principles.