2. “Halo Minor League” General Rules
This document outlines the official rule set for the Halo Minor League. In addition, the global HML ruleset regarding player conduct and other topics applies. In the event of conflict, this ruleset will take priority.
2.1. Player Eligibility
In order to participate in the Halo Minor League, you must meet the following requirements:
- You must be a registered player with HML administration.
- You must have an active Xbox Live account in good standing.
- You must be legally residing in the United States, Canada or Mexico and reside in one of these territories for the duration of the competition.
- Under 18 years of age must have permission from a parent or be at least 18 years of age. Photo ID may be required to be submitted to League Officials before a team plays in the first match of the Halo Minor League.
- Prior to the start of the Regular season, each player must respond to the official request stating that they have received and agree to abide by the rules in this document. If you do not meet these requirements, you will be deemed ineligible to compete. HML reserves the right to evaluate a player’s gamertag to determine the location of players that are competing. Also, HML may request a copy of personal identification and/or travel documentation to verify that these requirements are met. Employees of 343, HML, Microsoft or affiliates are not eligible to play while working at their respective companies.
- Any player who qualified for Top 8 in Season 4 of the Halo 5 Pro Series, or participated in the Season 3 Championship of the Halo 5 Pro Series, is not allowed to participate in Halo Minor League
2.2. Teams
Team Control
Once a team qualifies for the Halo Minor League, the team must designate a Manager, and when applicable, an official contact of the Organization to which the team is signed. This Manager must be agreed upon by the majority of players on the team and the organization to which the players are signed (when applicable) or the owner of a team (when applicable). This Manager may not be a player on any team or Manager on any other team in the Minor League, but may be a member of the organization, the team owner or any other individual agreed upon by the players and owner/organization (when applicable). In the event of a team qualifying for the Halo Minor League that is not part of an organization and does not have an owner, the Manager must be agreed upon by a majority (¾) of the players. Players must vote on their own using whatever method they choose. The complete vote results must be submitted as well as the name, mailing address, and email address of the Manager.
This Manager is responsible for submitting any and all roster changes to the Halo Minor League.
This Manager can be changed by another majority vote by the players if the change is agreed upon by the players and organization (when applicable). If a team is signed to a different organization during the Minor League, the team must confirm that their Manager will remain the same or communicate if the Manager will change.
A team must designate a Manager in order to be eligible to compete in the Halo Minor League. In the event of a qualified team failing to name a Manager, they may forfeit their spot in the Halo Minor League.
Team Size
A team must consist of at least four (4) Players. For the purposes of the Regular Season, a team may, but is not required to have a coach. During the Regular Season, coaches are not considered part of the roster and are not registered with the League. Any agreements made between the team and a coach is considered outside of the League and will not be honored by the League. Teams are allowed to register two additional Players as permanent subs, but Teams are not required to use a permanent sub(s). However, changing a registered permanent sub does count towards each team’s permitted number of roster moves.
At the Season Finals, the invited teams will be able to submit a coach for their roster. A coach may not be a player from a team that participated in the Regular Season’s Minor League, regardless of that team’s standing in the League. A coach may only coach one team at the Season Finals.
Team Names, Player Names, and Logos
ESML reserves the right to edit nicknames, aliases, and team names. Team or player names that are too similar to that of another team or player are subject to be changed by HML. For more information on team and player names, please refer to the HML Global Ruleset section 3.1.2. “Nicknames, Team Names and URL Aliases.” If a team name has been wrongly seized, please notify HML Administration with proof of ownership of the name. Team and player information will not be allowed to change once a cup has begun. This includes game accounts and team names. All teams in the Regular Season and Playoffs are required to have a Logo that will be approved by HML.
Teams will only be allowed to change their name during the Regular Season if the players are signed to a new organization or leave their current organization. In addition to changing the team’s name, a new logo must be submitted as well.
2.3. Team Changes and Roster Lock
Player Substitutions
Registered permanent substitutes for the Team will receive an equal share of regular season earnings based on the number of matches they participated in with the Team.
Any substitution requests made with less than 24 hours notice before the scheduled start of the first match of the night may result in a loss of Vetoes for the team.
If a team uses a player not on their roster and does not notify the League prior to the Match, they may forfeit vetoes, games, or their next match entirely.
In order to submit a request to use a substitute, the Team Manager must notify HML Administration via Discord, and include the Player Names of the substitute(s) who will be stepping in to play, and the Player(s) they are replacing.
Roster Lock
Rosters will be considered locked at all times in the Halo Minor League, save for the Transfer Periods defined in Section 2.6.
Player Leaving
If a player wishes to leave their team for any reason during a season outside of the season’s Transfer Period, that player will become ineligible to participate in the Halo Minor League for a period of time.
- If the player leaves a team outside of the current season’s Transfer Period, they will be ineligible to compete, as a substitute player or as a full member of a team’s roster, for the remainder of the Season.
Any players that leave their team or retire outside of the In Season Transfer Period may also forfeit any claim to prize money they may have earned in the current season.
2.4. Roster Changes
Teams are allowed to make one (1) total roster change during the In Season Transfer Period. Teams are allowed one (1) additional roster change during the Out of Season Transfer Period. All roster changes must be approved by HML. Any team or roster announcements made prior to HML approval for the new roster are not considered official or final until the final roster is confirmed by HML. For any roster change, it must be clearly communicated to the League whether the roster change was initiated by the player or the team.
2.5. Season Schedule
Below is the schedule for the 2021 season. Regular Season Matches for each week will be played on Mondays starting at 7:00pm and 8:00pm ET. Two matches will begin at 7:00pm ET and run simultaneously, with the other two matches starting at 8:00pm ET. Match times for Playoffs will be published at a later date.
Qualifier Schedule
- If the player leaves a team outside of the current season’s Transfer Period, they will be ineligible to compete, as a substitute player or as a full member of a team’s roster, for the remainder of the Season.
Regular Season Schedule
- If the player leaves a team outside of the current season’s Transfer Period, they will be ineligible to compete, as a substitute player or as a full member of a team’s roster, for the remainder of the Season.
Playoff Schedule
- If the player leaves a team outside of the current season’s Transfer Period, they will be ineligible to compete, as a substitute player or as a full member of a team’s roster, for the remainder of the Season.
2.5.1 Changes to Schedule
The League Administration may, at its sole discretion, make a change to the order of matches in a given Match Day and/or change the date of a Minor League match to a different date. In the event of a change to the schedule, League Administration will communicate the change to all teams at the earliest possible time.
2.6. Transfer Periods
North America
- Out Of Season Transfer Period:
- Begins Wednesday, May 19th
- Ends Wednesday, June 2nd at 11:59 PM Eastern
- In Season Transfer Period (*weekly Transfer Windows defined below*)
- Begins Wednesday, April 7th
- Ends Tuesday, May 18th at 11:59 PM Eastern
Teams that wish to make roster changes must have the Manager of the team contact HML Administration. The Manager must provide the team name, the current player’s name, and the new team member’s player name, real name, date of birth, and email address. All team changes must be finalized at the time when the transfer period ends, at which point teams will be locked again.
During the In Season Transfer Period, each week will feature a Transfer Window between the start of Wednesday and 11:59 PM Eastern on Saturday of the same week, when teams may submit their allowed one (1) roster change during the Regular Season. Teams may submit their roster change at any time during these Transfer Windows. Rosters for teams are considered locked and no permanent roster change can be made outside of this Transfer Window each week.
During an Out Of Season Transfer Period, teams are allowed to make one (1) additional roster change. All changes must be submitted and approved within the Out Of Season Transfer Period window.
2.6.1 Qualification Tournaments
Each Qualifier will consist of a randomly seeded Best of 5 single elimination bracket. Gametypes will be predetermined for each round by HML Administration. No roster changes are allowed once the tournament has begun, and teams are not permitted to use subs during qualifiers. In the event that a team is unable to play, they will be removed from the bracket and their opponent will advance to the next round.
Once the semifinals are completed, the 3rd/4th place match and the Finals will be played out as Best of 7 series to determine seeding for the Regular Season. This seeding is used to determine pick order during the map veto process. Teams that qualify in the first Qualifier will be seeded 1, 3, 5, 7 based on their final placement, while teams that qualify in the second Qualifier will be seeded 2, 4, 6, 8 based on final placement.
2.7. Prize Money and Earnings
North America
Season Finals Prize Money amount is divided equally among the players that participate in the tournament for the team. All earnings and prize money shall be paid out within ninety (90) days of the conclusion of the Season Finals or from the day that the League receives complete and accurate payment forms from each participant, whichever is later. Payments will be made to the individual players or to an agency/organization designated by the players. Each player is responsible only for their share of the earnings and cannot designate a recipient on behalf of another member of their team. Players or their designated agency/organization will receive all Halo Minor League earnings and/or prize money via a physical check.
Season Finals Prize Money: $2,500 total prizing
- 1st Place - $1,500
- 2nd Place - $600
- 3rd Place - $400
2.8. Tournament Rulings and Communication
All participants in the Halo Minor League must adhere to the decisions and rules of the Minor League Administration.
Conversations, either verbal or written, between HML organizers, admins, or referees, and Halo Minor League participants are strictly confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden, unless written permission is obtained. (See “Penalties” in section 4)
2.8.1 Halo Minor League Representatives
- Dylen Roberts | Broadcast Engineer
- Austen Roberts | Executive Producer
- Conrad Hatcher | Coordinating Producer
- Austin Smock | League Commissioner
- Dalton Killingsworth | Head League Admin
- Sara Crickard | League Admin
3. Halo Minor League Rules and Format
3.1. Season and Match Format
Regular Season
During the Regular Season each team will play each other team in the Halo Minor League once. Each team will play seven (7) Best of 5 matches over the course of the Regular Season. Teams will be designated as Red Team or Blue Team for each match based on their seed earned from the Qualifier results (see section 2.6.1).
Each teams’ league standing will be determined by the team’s match win/loss record or game win percentage. Section 3.7 has more information regarding season standings and tiebreaker rules.
If a team disbands or is removed from the Minor League for any reason, at any time during the season, their previous match results will be void and all future matches canceled. In this case, the Season Finals would still feature the top six (6) teams from the Regular Season of the Minor League. In the event that a league spot becomes available, a last chance qualifier would be held as soon as possible to fill the spot with a new team. This team would take the place of the disbanded/removed team in the schedule, but would start in the league with a clean 0-0 record.
Playoff Season
The Playoffs will feature the top six (6) teams from the Regular Season standings in a Best of 5 double elimination bracket. All Finals matches (Upper, Lower, and Grand) will be elevated to a Best of 7 series. The Grand Final will utilize a bracket reset if necessary.
In Playoff matches, designation as Red Team or Blue Team is determined by the team’s final Regular Season standing, with the higher seed being assigned to Red Team. Teams should follow hosting rules as outlined in section 3.2 below.
Playoffs will not use the map veto system utilized during the Regular Season. Instead, gametypes will be predetermined by HML Administration.
The top two (2) teams from the Regular Season will receive first round byes in the upper bracket of Playoffs. Once the first round is completed, a dynamic seeding system will be used for the second round of the upper bracket. The #1 seed will face the lowest remaining seed, while the #2 seed will face the highest remaining seed.
3.2. Match Process
Players must compete on their approved Xbox Live Gamertag provided to HML Administration during registration for all Minor League matches. Failure to do so may result in disqualification. Any change to the display name of your registered HML account should be notified to HML Administration immediately upon doing so.
Players must use their real name as close as possible in their ingame service tag, should a player not follow this rule it may result in a fine and forfeit of the map.
The Red Team will be responsible for inviting each player to the game lobby and checking the game settings for Games 1, 3, 5, and 7 if applicable. The Blue Team is responsible for setting up the lobby and checking game settings for Games 2, 4, and 6 if applicable.
Matches during the Minor League will utilize a veto process to determine the gametypes played in each match of the Regular Season. The order of game modes will be predetermined. For any game mode, once a map is played once, it cannot be played again in the same match for the same game mode. The veto process for the Regular Season is outlined below. The order of game modes will be communicated to the teams with the Regular Season schedule. Vetoes will not be utilized for Qualifiers or Playoffs, gametypes will be predetermined by HML Administration for those events.
Veto Process
Teams will perform vetoes with an admin present to record vetoes via the Discord channel provided. These vetoes must be completed at least 24 hours prior to match time.
If a team is not available or does not show up to perform their vetoes, their opponent will be allowed to choose the game types played for their match. If neither team is available or does not show up to perform their vetoes, the gametypes will be selected by Halo Minor League Administration. An example veto process for a Best of 5 is shown below.
- Game 1 (Capture The Flag) The Red team acts first and vetoes one map. The Blue team then vetoes a different map. The remaining map is played.
- Game 2 (Slayer) The Red team acts first and vetoes one map. The Blue team then vetoes a different map. The Red team then picks a map from the three remaining maps.
- Game 3 (Oddball) The Red team acts first and vetoes one map. The Blue team then bans a different map. The remaining map is played.
- Game 4 (Strongholds) The Red team acts first and bans one map. The Blue team then bans a different map. Then, a coin toss, performed by an HML admin, will randomly select the map to be played from the remaining two maps.
- Game 5 (Slayer) No further maps are banned by either team. The Blue team selects the map to be played from the remaining two maps.
3.3. Maps and Game Modes
3.3.1. Gametypes
- Capture The Flag: Coliseum, Fathom, Truth
- Strongholds: Eden, Empire, Plaza, The Rig
- Slayer: Coliseum, Plaza, Regret, The Rig, Truth
3.3.2 Illegal Spots
Players are expected to remain within the normal boundaries of the map at all times, and are not permitted to exploit any areas of the map considered illegal. This also includes exploits such as intentionally dropping the ball where it cannot be picked up by another player in Oddball, or any other exploits that actively prohibit the game being played in a normal manner. Any reports of illegal spots being used will be investigated on an individual basis and could result in forfeiture of the game.
3.4. Game Settings, Game Ties, and Restarts
3.4.1. Slayer
- Primary Weapon: Magnum
- Secondary Weapon: None
- Motion Sensor: On
- Motion Sensor Inner Range: 60%
- Motion Sensor Base Movement Speed Visibility: Off
- Score to win: 50
- Shield Percentage: 100%
- Round length: 12 minutes
- Overtime rules: 3 minutes of overtime added to the clock. Games end after 50 kills are achieved or time runs out.
3.4.2. Capture the Flag
- Primary Weapon: Magnum
- Secondary Weapon: None
- Motion Sensor: On
- Motion Sensor Inner Range: 60%
- Motion Sensor Base Movement Speed Visibility: Off
- Score to win: 3
- Shield Percentage: 100%
- Round length: 12 minutes
- Flag at home to score: Yes
- Flag automatic reset time: 30 seconds
- Overtime rules: 3 minutes of overtime added to the clock. Games end after 3 flag captures or time runs out
3.4.4. Strongholds
- Primary Weapon: Magnum
- Secondary Weapon: None
- Motion Sensor: On
- Motion Sensor Inner Range: 60%
- Motion Sensor Base Movement Speed Visibility: Off
- Score to win: 100
- Shield Percentage: 100%
- Round length: 12 minutes
- Overtime rules: 3 minutes of overtime added to the clock. Games end after 100 points are achieved or time runs out
Game Ties
In the event of a tie in a Capture The Flag game, the game will be replayed in its entirety for one (1) game. If the second game also ends in a tie, the game will be replayed with a Sudden Death rule where the first capture by a team will win the game.
In the event of a tie in a Strongholds game, the game will be replayed in its entirety for one (1) game. If the second game also ends in a tie, the game will be replayed with a 50 point score limit. The 50 point score limit will be used indefinitely if the games continue to end in a tie.
In the event of a tie in a Slayer game, the game will be replayed in its entirety for one (1) game. If the second game also ends in a tie, the game will be replayed with a 25 point limit. The 25 point limit will be used indefinitely if the games continue to end in a tie.
Game Restarts
In the event that a player or players disconnect from a game, the game may end in a victory for the other team, a full restart, or a continuation from the point of the disconnect. An admin will review the disconnect, the state of the game when the disconnect occurred, and communicate a ruling to the teams in the Discord chat.
In any game, if it is decided that the game should be continued from the point of the disconnect, the score difference at the point of the disconnect will be recorded. In the restarted game, the team that was leading will need to score the score to win minus the score difference at the point of the disconnect, and the team that was trailing will need to score the standard point total to win.
- Slayer Example: Team A is leading 27-22 (5 points ahead) against Team B and a player disconnects. In the remade game, Team A must score 45 points (50-5) and Team B must score 50 points to win.
- Capture The Flag Example: Team B is leading 1-0 (1 point ahead) against Team A and a player disconnects. In the remade game, Team B must score 2 (3-1) and Team A must score 3 points to win.
- Strongholds Example: Team A is leading 90-70 (20 points ahead) against Team B and a player disconnects. In the remade game, Team A must score 80 points (100-20) and Team B must score 100 points to win.
In any game that is restarted for any reason, the game settings will remain the same unless specified in the “Game Restart” section.
3.5. Communication
A Discord server will be set up and each team will be assigned a room. Messages regarding match order, team vetoes and more will be communicated via this Discord server. Any communication through any unofficial support channel or medium may be ignored.
Game Restarts
Players are responsible for maintaining their own connection at all times. Penalties can and will be given for connection issues. Exceptions may be made if evidence of server issues can be found.
If server issues are the cause of delay or interruption, matches may be rescheduled.
3.7. Season Standings and Ties
Season standings will be ranked by the following:
- Match win/loss record
- Game win percentage
For ties in season standings at the conclusion of the Regular Season:
In a situation where more than two teams are tied the deciding order is as follows:
- Match W/L record among the tied teams against only the tied teams (cumulatively).
- Game win percentage among the tied teams against only the tied teams (cumulatively).
- If more than two teams still remain tied, then a round robin will be played between the remaining tied teams.
- In the event that the tie remains, this process will restart.
In a situation where only two teams are tied the deciding order is as follows:
- Match W/L among the two teams against only the two teams (cumulatively).
Any required tiebreaker match will be played immediately following the final match on the final day of the Regular Season.
3.8. Delays and Forfeits
Teams are required to check in thirty (30) minutes before the start of the broadcast. Checking In means at least one (1) member of the team posts in the match’s Discord channel confirming that their team is online and ready to play. Ready To Play means that each team member’s Internet has been tested and is functioning, players are able to log in to their registered Xbox Live account, and are able to join a party with their team.
Failure to check in at this time may result in a loss of vetoes, games or a match entirely. If the member of the team checks in but the above checks have not been completed resulting in a delay of the match, the team may be penalized with a loss of vetoes, games or a match entirely.
As a general rule in the Regular Season, if your team is not ready to play 10 minutes after the scheduled match start time, you will forfeit Game 1. If your team is still not ready to play 15 minutes after the scheduled match start time, you will forfeit the entire match.
Teams are permitted to take a 3 minute break after Game 3 in a Best of 5, and after Games 3 and 5 in a Best of 7. Outside of these specified break windows, teams are expected to start the next game as quickly as possible. Excessive delay for matches can and will result in game forfeits and/or match forfeits, depending solely on Esports Minor League discretion. This rule applies to all phases of the League - Qualifiers, Season, and Playoffs.
A schedule of estimated start times will be provided. However, as is the case with tournament matches, these times are estimates only and the above rule in this section regarding “Ready to Play” takes priority.
3.9. Match Reporting
Match results will be officially reported by an HML Administrator. Teams may request the official result of their match at the conclusion of the match.
3.10. Match Disputes and Appeals
If a player or team believes the results of a match have been reported inaccurately, or that a ruling has been made in error, they may contact HML Administration stating their position and providing any supporting evidence.
3.11. Match Media
The following match media are acceptable forms of proof during match reporting and protests:
- Xbox One Game DVR clips (uploaded to a video platform with clear naming of the teams and players, date, tournament round and map).
- Livestream VODs (with clear naming of the teams and players, date, tournament round and map)
- Screenshots (or photographs) showing both teams and the result/issue.
3.12. Media Expectations
Each match of the Halo Minor League will be broadcast exclusively through authorized HML channels, but players can file for permission to stream their Match by contacting HML Administration. Players are not allowed to broadcast their HML matches without official approval from HML Administration.
If a team does not provide the league with a valid usable logo the league will utilize a custom made logo designed by the league.
At the beginning of each Season, when rosters are locked, teams must submit at least four (4) members of their team or organization (including, but not limited to: coaches, analysts, managers or other organization representatives) that will be available throughout the season for pre and post match interviews. These four (4) members must be available to be interviewed when requested. Video capabilities are not required, a member may be interviewed using audio only. If one of these members is not made available upon request, the team may be penalized with a loss of vetoes, games or a match entirely.
3.13. Player Conduct
Players are expected to conduct themselves professionally throughout the entirety of the Halo Minor League, including qualifiers, interviews, Regular Season and the Season Finals. Warnings or penalties may be issued for any of the following:
- Profanity
- Racism
- Harassment
- Threats or implied violence towards any player or member of Halo Minor League Administration Punctuality
- Refusal to follow Halo Minor League Administration instructions
- Criminal Activity
- Violation of Halo Minor League rules
Unless expressly stated otherwise, offenses and infringements of these Player Conduct rules are punishable, whether or not they were committed intentionally. Attempting to commit any offenses or infringements is also punishable.
3.14. Player Statements
Players may not give, make, issue or authorize any statement or action having, or designed to have, an effect detrimental to the best interest of the Halo Minor League, HML, 343 Industries or their affiliates, or Halo, as determined by the League Administration.
Players may not release information regarding the Minor League without prior approval from League Administration.
3.15. Player Equipment
Players may not use a controller with macro functions or a keyboard/mouse that has been modified with third party software. Any evidence of tampering, mods, or use of hacks will result in an immediate ban.
Players are expected to provide their own controller or keyboard/mouse, headset, game system, game disc, Internet connection, and any required accessories. HML is not responsible for any malfunctioning or damaged player equipment.
3.16. Cheating and Collusion
Players and Teams in the Minor League are prohibited from promoting or conducting any act of collusion or match fixing. Any attempts, agreements, offers or attempts to influence the outcome of a Game or Match will result in penalties against any teams involved.
4. Penalties
Players found in violation of the rules or guidelines that have been laid out by the League will be subject to the following penalty system. It is at the discretion of the League to skip or combine any of the following steps depending on the severity of the offense. Penalties may also be applied to the team, depending on the infraction. Penalties may carry over from each stage of the Minor League to the next, and can carry over from season to season.
Note: All percentages are cumulative. When a percentage is taken from prize money or a player’s earnings, it will be taken from the total sum of earnings awarded that season.
Note: Loss of a Veto means the opposing team gains that Veto. Lost Vetoes can carry over to the next match
Offenses include but are not limited to those listed under rules 3.13, 3.14, 3.16 and the following:
Posting confidential conversations, i.e. tickets, emails, etc.
Leaving match early
Match Delays
Misconduct
Cheating
Ringer/Faker
Playing with wrong game account
Deception
This document may be edited and changed at any time at the discretion of the league. The league reserves the right to make and enforce rulings not covered in this document on an as-needed basis.