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Contents

# 1. League Member Code of Conduct

# 1.1. Play fairly and within the rules of the Echo Master League.
# 1.2. Treat your fellow gamers, teammates, competitors, spectators, and League officials with respect and dignity.
# 1.3. Discriminatory language, hate speech, threats, doxxing, and other forms of harassment or unlawful behavior will not be tolerated.
# 1.4. Team Captains may be held responsible for their team's behavior.
# 1.5. Accusations of impropriety or foul play are taken seriously and should be brought to the attention of the league administration.
# 1.6. The minimum age requirement is 13

# 2. Regions & Participation Requirements

# 2.1. EML does not have region requirements to play.
# 2.2. In the event of disagreement, scheduling and server priority will be given to the North America players
# 2.3. Ping cap is set at 150 for all players
# 2.3.1. If a player's ping is continually higher than the ping cap, they are no longer eligible to play in the match, and must be replaced with another player (either a different rostered player or a League Substitute) whose ping is within acceptable limits. If both teams agree, the match may be played on a different server in order to lower the offending player's ping to within acceptable limits.
# 2.3.2. When the situation is unclear, the pause button should be pressed and a League Moderator invited to the match to make a ruling. If the teams continue to play without informing a League Moderator, the conditions under which the match is played are considered to be accepted by both team captains and the result will be valid.
# 2.3.2.1. If a player on a team is in violation of the ping cap, they should pause the match and fix the issue. If the team with high ping does not pause, the other team may pause and request a Moderator be brought into the match. In this case, the team with high ping will use their mid-round pause.
# 2.3.2.2. If a moderator is brought in to assess ping complaints and finds no problems, the pause used to call the mod will be counted as the legal pause for the team that brought the moderator in.
# 2.3.2.3. League mods may not arbitrate or spectate a match without permission if they are a member of one of the teams.
# 2.3.3. If a League Moderator does not respond to your ticket request for ping monitoring within 15 minutes, continue play.
# 2.3.4. To contest the results of a match after it ends, evidence will need to be provided in a ticket.
# 2.3.4.1. Tickets of this nature will only be considered if an official request was made for a League Moderator to come into the match to monitor ping, by the members of the competing teams, while the match was being played, and no League Moderator responded within 15 minutes of the posting of the request.
# 2.3.4.2. If evidence does not indicate a ping problem (e.g. a screenshot of high ping is insufficient, and could just be a spike), the pause taken to address this issue is still permitted. However, if the opposing team opens a ticket and is able to show evidence that the reporting team paused under the pretense of needing mod assistance but actually just wanted an extra pause, AP will be assigned for the illegal pause(s).
# 2.3.5. If play was paused to address ping cap issues and no action was taken by the teams to either substitute out the offending player(s) or switch servers, points penalties may be assigned for each instance of lag the League Moderators deem to have affected play, based on any relevant video evidence provided.
# 2.3.6. If a player has to be replaced during a match due to a violation of the Ping Cap rule, the team needing a replacement must use a pause (see the section on Pauses below). The pause in this instance may be extended up to 15 minutes. If the allotted 15 minutes passes without a replacement player having joined the match, the round must resume with 3 or the offending team forfeits one round. If another 15 minutes passes without play resuming, the offending team forfeits two rounds. (see Scoring System below)
# 2.3.7. Once a match has entered the arena, ping-related pauses supersede no-show timing rules.

# 3. Matches Organization

# 3.1. The League will publish the week’s matches on or around each Sunday about midnight Eastern Time of each week of the regular season.
# 3.2. When weekly matches are generated, any active team with fewer than four (4) rostered players will not receive assigned matches.
# 3.3. Teams are responsible for scheduling their matches. EML recommends the use of a scheduling tool like LettuceMeet or When2Meet, which allows teams to clearly present their availability for the week, rather than suggesting times and then waiting for a response before suggesting another. While the use of such a tool is optional, when scheduling failures occur, the ruling will favor the team that put in more effort and had more availability.
# 3.4. Once assigned matches are given, teams must communicate using Discord (EML server, team servers, DMs) to schedule their matches. If the match date and time have not been agreed to by Friday 12:00 pm EST, they must start a League Ticket for moderator assistance in finalizing the match or deciding if a team is postponing or forfeiting.
# 3.5. Teams must agree to the date and time in writing (this is the actual agreement) AND enter the match with the EML bot before the match.
# 3.6. Matches (and any league substitutes used) must be scheduled via the bot.
# 3.7. Matches must be scheduled prior to their start time.
# 3.8. A match's scores must be submitted within 24 hours of its scheduled start time. If a team is unresponsive after 24 hours then staff may enter the match as a forfeit against the unresponsive team.
# 3.9. All matches must be played and have the scores submitted by Sunday Midnight Eastern Time.
# 3.10. Teams are responsible for reporting the correct scores on the website. Mistakes made when reporting scores will not be corrected by Moderators unless both teams agree to the change.
# 3.11. Teams will play two matches per week during the season, except as indicated in the following rules:
# 3.11.1. Ladder teams may request to be set inactive at any time
# 3.11.2. Inactive teams are still expected to complete matches that have already been assigned and/or scheduled.
# 3.12. Match Postponements
# 3.12.1. When a match isn’t already scheduled,once per season one of the two teams may use their “team postponement” to postpone one match without penalty, to be scheduled and played the following week. Master teams may not postpone.
# 3.12.2. A match may not be postponed more than once.
# 3.12.3. Postponement requests must be made by opening a support ticket.
# 3.13. Once a match is agreed in writing and scheduled using the EML bot, it may not be rescheduled or postponed to another week. It may be rescheduled to a different time within the same week if both teams agree.
# 3.14. If extraordinary circumstances occur, teams may create a ticket and talk with the Mod Team.

# 4. Challenges

# 4.1. The League offers a "Challenge" option which allows teams to play additional matches in a given week. Challenges must be agreed to by both teams.
# 4.2. Challenge matches must be scheduled, played, and have their scores recorded on the website no later than Sunday midnight Eastern Time.
# 4.3. Ladder teams have unlimited challenges to use, Master teams and Ladder teams may not challenge each other.

# 5. Matches Format

# 5.1. Once a match begins, it must be completed in one session if possible.
# 5.2. The maximum amount of time between rounds is five minutes, i.e. four minutes plus the standard one-minute break between rounds. However, if one team is searching for a substitute because of the ping cap rule, the pause can be extended up to 15 minutes. If the time between rounds is delayed beyond the allotted time, either team may unpause the game to continue play.
# 5.3. A match is to be played as best-of-3 (Bo3) rounds.
# 5.4. Matches are expected to be played 4v4, but matches and rounds may start as 3v4 or 3v3.
# 5.4.1. Teams may start a round with either:
# 5.4.1.1. four rostered players, or
# 5.4.1.2. three rostered players and one League Substitute, or
# 5.4.1.3. three rostered players
# 5.4.2. Teams may not use a League Substitute if they have fewer than three rostered players available.
# 5.4.3. Teams may not have more than one League Substitute in the arena at any time.
# 5.4.4. If a team drops below four players during a round, that team may choose to use a pause (if available) to restore a full lineup.
# 5.4.4.1. If no pause is used or available, the team must continue the round with the players they have.
# 5.4.5. Rostered players and League Substitutes may join/rejoin the match at any time during the round, provided the team does not exceed four players in the arena while the game clock is running.
# 5.4.6. From the time a match begins until it ends, at no point are there allowed to be five people on one team while the game clock is running.
# 5.4.6.1. During a Game Clock stoppage mid-round, teams may have five players in the arena for up to 30 seconds, solely for the purpose of making a substitution.
# 5.4.6.2. If a substitution (switching or changing players) needs to be made while the Game Clock is running mid-round, the player leaving must be completely out of the server before the replacement player may join.
# 5.4.6.3. Reports pertaining to violations of this rule need to be filed within 48 hours of the scheduled start time of the match in which the alleged violation(s) occurred and will require video evidence to substantiate.
# 5.5. When loading into an arena, the default match parameters are already correct. The only exception to this is that teams have the option to enable “Goalie Ping Advantage” and disable “self-goaling” if they agree to do so.
# 5.6. Teams must not intentionally or voluntarily forfeit any match.
# 5.7. Engaging in any anticompetitive action that influences the outcome of a game or match by any means is strictly prohibited. "noncompetitive actions" include, but are not limited to: playing with only headbutts, self-goaling without strategic intent, playing without the intent to win, etc.
# 5.7.1. Noncompetitive action requires either clear intent or repeated behavior after warning.
# 5.7.2. Competitive outcomes, playstyle preferences, or strategic decisions alone do not constitute degradation of the competitive community.

# 6. Scoring System

# 6.1. Teams enter the score themselves using the league bot. One team enters the match results and the other team verifies and accepts.
# 6.1.1. For a match score to be corrected after submission one of these tow situations is required:
# 6.1.1.1. Solid evidence needs to be submitted or;
# 6.1.1.2. Both teams need to agree to the change
# 6.2. In the case where a forfeit is necessary, start a match ticket.

# 7. Matches Forfeits

# 7.1. In the event that a team is late to a match and does not start the match within 10 minutes of the scheduled time, the team that was late will be charged with using their mid-round pause and can not use it during the live match.
# 7.2. Teams have a 15-minute buffer from the scheduled match start time to be in the arena with their team members and ready to start the match. However, teams should do their best to start their matches on time.
# 7.3. If one team is waiting for another team, the waiting team must show other proof to League Moderators that they were ready at the scheduled time (start a ticket, post a message in Echo Arena EML's Discord, etc.).
# 7.4. Once the 15-minute buffer has elapsed, the team that is responsible for the delay forfeits the first round.
# 7.5. If a further 15 minutes elapses without match commencement, the offending team is officially declared a 'no-show' and a forfeit should be submitted against the offending team. Proof of the no-show should be retained for the case of a dispute.
# 7.6. In the case of a forfeit, start a match ticket.

# 8. Server Score Procedure

# 8.1. If a team anticipates a server disadvantage ahead of time and the teams don’t agree on which server to use, the Server Score Calculator must be used to decide which server to play on
# 8.2. Refusal to participate in the resolution will result in a forfeit of the match. EML recommends communication of server preference at the time of match scheduling.
# 8.3. To help mitigate server disputes, teams who can't agree on which server to use should run the following Server Score Calculation on NA players only (if mixed region):
# 8.3.1. Find the average ping for Teams A and B on Server A
# 8.3.2. Find the average ping for Teams A and B on Server B
# 8.3.3. Subtract the higher of Team A and B’s average ping from the other Team’s average ping for both servers
# 8.3.4. The server with the lower server score shall be chosen for the match
# 8.4. If a match has been started and a team suspects they are at a ping disadvantage, the game should be paused between rounds under the ping pause rule and the Server Score Calculation should be run between two candidate servers. The server with the lower score will be used
# 8.5. The intent of this calculation is not to prioritize the server with lower ping for one team, but rather to find the server with the most fair ping for both teams

# 9. Pauses

# 9.1. Mid-Round Pauses
# 9.1.1. If a team needs a pause for any reason players can press the "pause" button after the next goal for up to 5 minutes.
# 9.1.1.1. If the team that took the pause unpauses before the 5 minute limit is reached they may not pause again.
# 9.1.2. A mid-round pause can only be used once per team, per match.
# 9.1.2.1. When playing a match longer than a standard BO3, one additional mid-round pause per team is permitted per two rounds above BO3.
# 9.1.3. If a pause is used illegally, or if one team's pause lasts longer than allowed by the rules, the other team may unpause the match to resume play.
# 9.1.4. If a player dropped but is able to rejoin the match they can do so at any time, as long as there are never more than four players in the arena per team at the same time.
# 9.1.5. The "restart" button should only be used after a match is over, or if the match rules, as set on the podium, are found to be incorrect after the match has started.
# 9.1.6. If the pause was used to address ping or server issues the pause may extend up to 15 minutes.
# 9.1.8. Any illegal pause will result in a scoring penalty. For every 20 seconds the match is paused as a result of an illegal pause, 2 points will be deducted from the offending team.
# 9.2. Between-Round Pauses
# 9.2.1. Between any two rounds, either team may initiate an extended break of up to five minutes before the start of the next round. This does not count against the "Mid-Round Pauses" rule, as stated above. The total break between rounds shall not exceed a total of five minutes; since the default rules already have a one-minute break between rounds, that means the added pause time should not exceed four minutes.
# 9.2.1.1. Example 1: One team initiates a pause lasting four additional minutes. The other team may not initiate an additional pause before the start of the next round without using their pause.
# 9.2.1.2. Example 2: One team initiates a pause lasting two minutes. The other team may then immediately initiate a further pause of up to two more minutes.
# 9.2.2. If Team A uses a legal pause, and Team B unpauses before the pause has exceeded its legal time limit, Team A may pause again. Illegally unpausing may lead to punitive actions including (but not limited to) round forfeiture or AP points being applied.
# 9.2.3. If one or more players is experiencing ping issues their team must attempt to resolve it by:
# 9.2.3.1. Server change (See Server Scores section)
# 9.2.3.2. Rostered player substitution
# 9.2.3.3. League sub substitution
# 9.2.4. A round begins once the game clock displays “10:00”. Pausing or restarting the round during the initial joust timer countdown is considered to be a use of a team’s pause.
# 9.2.5. During a legal pause, the team that paused is not required to explain why they are taking it. If the pause is eligible to be extended up to 15 minutes, this must be communicated to the other team. In the event of an illegal pause, the captain (or acting captain) of the team NOT requesting the pause may change teams to explain that the pause is not legal and that they will be unpausing. Note that unpausing a legal pause may result in AP. Changing teams for any other reason or lingering after explaining the nature of the pause is forbidden, and may result in AP.

# 10. Matches Defaults

# 10.1. Where teams miss the match scheduling deadline (Friday noon Eastern Time), but the match is organized and played subsequently, the Mod team may work with the teams to schedule or determine a forfeit.
# 10.2. In the event that a match has not been played during the allotted time frame, the League Moderators will review the circumstances and allocate the match points accordingly. Example resolutions may include the following:
# 10.2.1. Where neither team made any arrangement efforts, the match will be considered a forfeit for both teams;
# 10.2.2. If a team has made little/no effort to schedule a match by the scheduling deadline (Friday, noon Eastern Time), a forfeit should be submitted in favor of the opposing team;
# 10.2.3. Where facts do not permit a clear determination, the match is canceled and neither team gains or loses MMR.
# 10.3. League Moderators will set a team inactive if the team has forfeited or postponed twice in two weeks.

# 11. Teams & Players

# 11.1. Players are not allowed to play under more than one EML account, must not have more than one account registered with EML, and must not have access to more than one EML account.
# 11.2. All team members are required to be in the EML Discord server.
# 11.3. Players and teams must play using their registered EML name and it must match their server nickname. Do not hide your identity under another alias. Players using an in-game name not matching their EML rostered name may be considered ineligible for EML matches. Any league match played with a player using a nonregistered name may be forfeited to the other team.
# 11.3.1. All content on a player's profile, and all content on a team's profile, must abide by the following rules. All content, including names, logos, and artwork, etc., is forbidden if it:
# 11.3.2. Is protected by copyrights/royalties/third-party rights;
# 11.3.2.1. Resembles or is identical to a brand/trademark, whether registered or not and the user has no written permission;
# 11.3.2.2. Resembles or is identical to an Echo community member other than themself;
# 11.3.2.3. Resembles or is identical to a EML representative (excluding the EML representatives themselves using the name);
# 11.3.2.4. Resembles or is identical to any Discord role in any of the EML-managed Discord servers;
# 11.3.2.5. Is deemed too hard to read, distinguish, interpret, or has multiple unnecessary characters;
# 11.3.2.6. Uses photographs, stock photos, or photorealistic imagery; all logos must be original graphic designs
# 11.3.2.7. Contains any image that may be used to link or forward to an external location (for example, QR Codes);
# 11.3.2.8. Is nonsense;
# 11.3.2.9. In cases of team sponsorships and similar situations, specific exceptions to these guidelines may be granted or revoked by League Moderators discretion.
# 11.3.2.10. Teams are required to maintain a level of professionalism including having team names, team logos, bios, etc. that meet a reasonable standard, enforceable at moderator discretion.
# 11.3.3. In addition to the above, any profile content that is defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or offending against good manners, is forbidden. Using alternative spelling, code or gibberish in order to avoid the requirements mentioned above, is also prohibited.
# 11.3.4. Team names must be unique and are first come, first serve. Alternative spellings or otherwise attempting to use a name already taken by an active or otherwise occupied team by changing a small detail, whether intentional or incidental, is not permitted, enforceable at Moderator discretion.
# 11.3.4.1. If a team is retired for the length of a full cycle their claim to the name is forfeit.
# 11.3.4.2. Names can not be claimed by alt accounts.
# 11.3.4.3. Legacy status may be given at moderator discretion.
# 11.3.4.4. If you change your team's name, you forfeit all rights and claims to your team's previous names. Exceptions may be made for team names entitled with Legacy status.
# 11.3.4.5. Team and player names may not contain characters or be formatted in such a way that they may be interpreted and/or embedded as links in communication mediums used by EML including, but not limited to, Discord, YouTube, and Twitch. Enforceable at Moderator discretion.
# 11.3.4.6. Team names may not be intentionally provacative, league mods may reject any name deemed to violate any rule
# 11.3.5. The League Moderators reserve the right to suspend or ban any non complying player or team.
# 11.4. Players are not to falsely represent a team for which they are not a rostered member.
# 11.5. Players must be a minimum of 13 years of age.
# 11.6. In order for a team to go "active", a minimum of four rostered members of the team must be members of the EML Discord server.
# 11.7. The maximum number of rostered players per team is six.
# 11.8. Players and substitutes rostered on one team cannot substitute for another team.
# 11.9. Only registered League Substitutes can be used to fill empty slots in a match.
# 11.10. Team rosters cannot change during a match.
# 11.11. Players who are rostered on a team on any Sunday at midnight Eastern Time can play only for that team, not another, until the following Sunday at midnight Eastern Time. Players can leave a team and join another, or register as a League Substitute, but players will be on cooldown for leaving a team and cannot participate in any EML match until the next matches are generated on the following Sunday night at about midnight. No cooldowns will be waived.
# 11.12. Teams are encouraged to start looking for a League Substitute as soon as they know they will need one to have as much time as possible to find one. If a League Substitute agrees to play in a match but does not show up for the match without four hours notice in writing, they may receive AP.
# 11.13. Cooldown
# 11.13.1. Cooldown is automatically applied every time a player leaves a team and automatically removed by the system on every Sunday night at midnight.
# 11.13.2. A team member or League Substitute who is on cooldown is not eligible to play.

# 12. Master Tier

# 12.1. The Master Tier does not exist during the first four week cycle of a new season. At the conclusion of the first cycle, the top five teams from the Ladder standings will be promoted to form the Master Tier for the second cycle.
# 12.2. Beginning in the second cycle and continuing for the remainder of the season, promotion and relegation between the Ladder and Master Tier are decided at the end of each cycle as follows:
# 12.2.1. The bottom two teams in the Master Tier standings will be relegated to the Ladder.
# 12.2.2. The top two teams in the Ladder standings will be promoted to the Master Tier
# 12.3. Promotions and relegations take effect at the start of the following cycle.
# 12.4. Teams participating in the Master Tier represent the highest level of competition in EML and are expected to maintain a stable roster and complete their competitive obligations during the season cycle.
# 12.4.1. Master teams may not postpone matches.
# 12.4.2. Master teams may not disband during an active season cycle except with approval from League Moderators.
# 12.5. If a Master team disbands without moderator approval:
# 12.5.1. The team may receive an immediate inactive designation
# 12.5.2. Players from the roster may be restricted from participating in EML matches for the remainder of the Season cycle
# 12.5.3. The team captain may receive AP
# 12.5.4. Any new team formed by three or more players from the disbanded roster may inherit the competitive status or penalties of the original team
# 12.6. Master teams and Ladder teams may not challenge each other.
# 12.7. All master teams are required to be able to use and/or provide a Spark links to enter an arena

# 13. Streaming, Media, & Spectators

# 13.1. An "Unofficial Observer" is any entity in spectator mode during an official match that is not an Official League caster, Moderator, or any other EML personnel present in the match expressly for official purposes pertaining to EML.
# 13.2. EML reserves exclusive rights to cast EML matches. EML can assign the casting rights of a match to a third party.
# 13.3. In general, EML will contact any player or team if they wish to broadcast one of their matches. If no contact is made, and the match is part of the regular season, individual players are allowed to arrange their own broadcasts in accordance to the following:
# 13.3.1. Both teams must explicitly agree to spectators in writing, ideally in a league ticket.
# 13.3.2. NO team is obligated to allow unofficial observers during their match. Any refusal without explanation by either team is enough to void the privilege of any unofficial observer to be present during a match. Any form of pressure to make a team use an unofficial observer will be considered harassment and punitive actions may be administered, including, but not limited to, match forfeiture or suspensions.
# 13.3.3. When conflicting voices between teams occur on whether they agreed (or not) to allow an unofficial observer, screenshots of the agreement will be requested. Failure to provide the requested information will result in a forfeit.
# 13.3.4. Permission to spectate can not include conditions. Permission is either granted, or it is not granted.
# 13.3.5. Teams agreeing to allow Unofficial Observers in their match accept the potential strategic risks inherent in allowing spectators.
# 13.3.6. Teams must allow League Staff to join matches as spectators if requested (League Mod or higher)
# 13.4. If EML is covering a match, no additional spectators are permitted, for any reason, in that match.
# 13.5. Matches cast by EML must start on time. There is a grace period of 5 minutes (i.e. if a match is scheduled to begin at 5:00, no penalty is applied unless the match starts at 5:06 or later).
# 13.6. EML may ban specific individuals/entities from observing EML matches.
# 13.7. Using the "Spectate Me" function of Spark (formerly IgniteBot Personal) is considered an Unofficial Observer. However, using Spark to generate logs and replay files is allowed.
# 13.8. Publicly posting join links (Spark, Atlas, etc.) for an official EML match is forbidden. Join links for casters should be sent via Direct Message in Discord. Posting the link publicly may lead to AP points being applied.
# 13.9. All teams must permit League-sanctioned spectators or Casters access to official matches.
# 13.10. Recording of your personal perspective is recommended, regardless of whether your match is cast or not.
# 13.11. Official casts will be streamed via the designated League Twitch channels.
# 13.12. League Casters must abide by the code of conduct maintained by the Lead Caster and approved by the League Moderators.
# 13.13. Players are expected to follow the CoC during an official EML cast.
# 13.14. The ability to use and/or provide Spark links to enter an arena may be required for having a regular season ladder team match casted. All Master teams and any teams participating in EML tournaments are required to be able to use and/or provide Spark links to enter an area.
# 13.15. Accidental spectator joins that do not affect play and are immediately removed will not be penalized.

# 14. Cheating, Exploits, & Breaches

# 14.1. Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators. League Moderators, with support from league administrators, have complete discretion on penalties imposed for violations. Examples of penalties are: Round forfeit, match forfeit, player suspension or team suspension.
# 14.2. Offering, receiving, or agreeing to give or receive any sort of compensation related to improperly influencing the outcome of a match is strictly prohibited.
# 14.3. Any attempts to intentionally and improperly manipulate the ladder standings or MMR system through any means is strictly prohibited.
# 14.4. Any attempts to abuse the scheduling/score entry system in order to improperly manipulate match results and/or ladder standings is strictly prohibited.
# 14.5. "Cheating" is intended to include the intentional or reckless manipulation of the game or its code in such a way as to confer an unfair advantage on one side or the other.
# 14.6. "Exploit" is intended to include the intentional or reckless triggering of any code, attribute or in-game function that is otherwise not envisaged as a legitimate feature of the game by Ready At Dawn. Non-exhaustive examples include:
# 14.6.1. Any action, not considered a legitimate mechanic, that moves the player faster than their intended top speeds;
# 14.6.2. Going outside of map boundaries;
# 14.6.3. Clipping inside solid objects/floors (using room-scale or not);
# 14.6.4. Intentional use of a VPN to alter routing or conceal location is not allowed.
# 14.6.5. Any other imaginative cheats;
# 14.7. To provide a buffer zone for unintentional movement, a physical playspace of 4 feet by 4 feet is allowed. If a player exceeds the limits of this space with their feet, it may result in penalties being applied to the offending player or team.
# 14.8. Any use of the spectate function by participants during official matches, either directly or indirectly, to obtain an advantage of any kind is classified as cheating.
# 14.9. The use of any object (except the floor, ground, or a playspace mat) to aid in physical motion is strictly prohibited. Banned objects include, but are not limited to: trampolines, couches, steps, tools, staircases, beds, etc.
# 14.10. Movement within the legal playspace bounds defined previously can allow players to add their real-life motion to their in-game motion for a small, brief increase in speed. We will call this a "legal step". It is also possible, while a player's in-game avatar is moving in a specific direction ("in-game vector"), for the player to rotate their avatar using pitch and/or roll so that real-life movement such as a duck or side-step adds momentum along their current in-game vector, when in their original orientation this real-life movement would have taken the player's avatar along a different vector. We will call this "half-cycling". The combination of a legal step with half-cycling is considered an exploit. However, due to the difficulty in determining, either from video or from Spark replay files, the difference between half-cycling with a legal step or half-cycling by itself, half-cycling is now illegal in general.
# 14.11. API use is permitted only if the data being collected is:
# 14.11.1. not being processed in real time, other than for use in:
# 14.11.1.1. Spark
# 14.11.1.2. positional audio for team voice communication
# 14.11.2. not being used to gain a real-time, in-game advantage over the other team and;
# 14.11.3. disclosed between both teams before the start of the match.
# 14.12. For the purposes of this rule, an orientation reset is when a player uses the in-game ability to instantly reset their avatar to the default orientation by holding down both thumbstick buttons. Players will receive penalties for performing an orientation reset if it provides a clear strategic advantage on review of the evidence (e.g. resetting while in possession of the disc will always be considered illegal). Players are advised, when reasonable, to use the same pitch/roll mechanics to reset that they used to change orientation in the first place.

# 15. Decisions & Sanctions

# 15.1. The Board of Directors serves as the final authority on governance, structure, and ruleset approval. The Board does not adjudicate routine match disputes and intervenes only where escalation is required under these rules.
# 15.2. All League Moderator rulings must be made in a EML-official Discord server, or the ruling may be considered invalid. Any ruling made by a League Moderator outside of the servers listed here will be considered "unofficial" and can not be used. Exception: A ruling on ping during a EML match, when a Moderator is called into the game to make such a ruling, and the ruling is made in the game.
# 15.3. Contravention of any of the foregoing rules shall be sanctionable on review by League Moderators.
# 15.4. League moderator staff may not adjudicate league match matters regarding the team they are on. This applies to League Mods and Commissioners who must recuse in a direct conflict of interest.
# 15.4.1. If any or all League Commissioners are recused, any required escalation will fall to the Board of Directors to issue a decision.
# 15.5. League Moderators reserve the right to:
# 15.5.1. Void or change scores for any match or challenge after it has been played (with justification);
# 15.5.2. Enact disciplinary procedures for any alleged or perceived player misconduct and use the AP system where possible;
# 15.5.3. Interpret the intent of the rules of the League;
# 15.5.3.1. Interpretation may clarify ambiguity but may not introduce new obligations or prohibitions;
# 15.5.4. Settle disputes and issue rulings;
# 15.5.5. Make decisions on any subject not explicitly allowed or disallowed in these rules.
# 15.5.6. Such decisions may not retroactively alter match outcomes except where cheating or exploitation is demonstrated.
# 15.6. Formal disputes amongst League teams and their members are to be lodged directly with League Moderators via Discord. Unfounded and baseless accusations against players via any public medium are considered to be an act of misconduct.
# 15.7. The League Moderators shall, with regard to developer input, decide issues based on the relevant facts. Due consideration will be given to the accounts of those involved. Amongst these considerations, the League Moderators shall give the most weight to the presence/absence of indicting or exculpatory evidence (e.g. in game footage, chat logs, etc.).
# 15.8. In the event of a conflict of interest, affected League Moderators shall recuse themselves from deciding, or otherwise commenting, on an issue in their capacity as League officials.
# 15.9. Reports made regarding rule violations during a match must be submitted within 24 hours of the match’s scheduled start time. Reports of this nature, made more than 24 hours after the triggering occurrence, may not be acted upon.
# 15.10. Any player who does not treat EML Staff with respect may receive AP and/or their case closed and no action taken.
# 15.11. Attempting to circumvent any of the EML rules may result in AP and/or disqualification from EML events and tournaments.
# 15.12. In the event a player receives a disciplinary action such as AP and would like to appeal, they must do so by making a ticket.
# 15.12.1. AP can be appealed as soon as it is applied and at any time after. If you believe it has been applied in error, appeal as soon as possible after receiving notification of the AP so your case may be reviewed prior to your suspension being applied. You may still appeal after your suspension begins.
# 15.12.2. Appeals may be submitted once per incident unless new evidence is presented.
# 15.13. Bans may only be appealed during a declared Clemency Week (2 weeks before a season, subject to change at Board of Directors if unusual circumstances require it)

#Escalation Beyond League Commissioners

EML is structured so that most issues are resolved at the Moderator or Commissioner level. This is intentional and ensures decisions are made by those closest to league operations.

Escalation beyond the Commissioner level (to the Board of Directors) is exceptional and permitted only under the circumstances outlined below.

#When Escalation Is Appropriate

A player or team may request escalation only if one or more of the following applies:

• All League Commissioners are recused due to a conflict of interest
• A ruling involves league governance, ruleset approval, or structural matters beyond match enforcement
• There is a credible claim that established escalation procedures were not followed
• New, material evidence has emerged that could not reasonably have been presented earlier

Escalation is not intended to re-argue factual determinations, judgment calls, or discretionary rulings made in good faith by Moderators or Commissioners.

#When Escalation Is Not Appropriate

Requests for escalation will not be considered when they are based on:

• Disagreement with competitive outcomes or penalties
• Dissatisfaction with the severity or leniency of a ruling
• Claims that a decision was “unfair” absent procedural error or new evidence
• Attempts to bypass Moderators or Commissioners
• Repeated appeals of the same issue without new information

#Right to Decline Escalation Requests

The League reserves the right to decline escalation requests where review would not meaningfully contribute to fairness, consistency, or the integrity of league operations.

Reasons an escalation request may be declined include, but are not limited to:

• The issue has already been reviewed through the proper channels
• The request does not meet the published escalation criteria
• The request seeks to re-litigate factual or discretionary decisions
• The request is duplicative, abusive, or made in bad faith
• The matter is trivial, stale, or outside the scope of Board review

A decision to decline escalation does not imply agreement or disagreement with the underlying ruling and does not itself constitute misconduct.

#Escalation Process

• All escalation requests must be submitted via an official League ticket
• Requests must clearly state the basis for escalation under the criteria above
• The Board of Directors will review only the procedural and governance aspects of the issue
• The Board does not re-adjudicate routine match disputes or substitute its judgment for league staff

Board decisions issued through escalation are final.

#Good-Faith Use

Abuse of the escalation process, including repeated or bad-faith requests, may itself be treated as misconduct.

Echo Master League is a community-run, volunteer-driven league built by players who enjoy competitive Echo and want a structured place to play it. Everyone involved in running EML is contributing their time in good faith, with the goal of keeping competition fair, consistent, and enjoyable.

These rules are meant to provide clarity and structure, not to replace sportsmanship or common sense, and not every situation can be anticipated in advance. Players and staff alike are expected to approach league play and league interactions with respect, patience, and the understanding that this is ultimately a game, run by people doing their best to make it fun and worthwhile for the community.

#Revision List

Date Rule Description
8/8/2026 5 Renumber 5.4.5 → 5.4.4.1.
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