The rules contained on this page only cover this specific game, please review the MSEL General Competition Rules for information covering all official tournaments.
1. Anti-Cheat
No additional anti-cheat is required for official matches.
2. Match Procedure
Supported Platforms
- Nintendo Switch™
2.1. Match Series Lengths
Best of 3 (4 races per game)
2.2. Game Lobby
Match lobbies will be hosted in the "Friends" mode by the home team. The lobby host will share the room code (click "+/-" to view the code after creating the room) in the Generation Esports match chat so players can join the private room.
- Online Play
- Friends
- Create Room
- Rules
- Mode 150CC Race
- Teams: Team Game
- Items: Normal Items
- Round Time: N/A
- No COM
- Vehicles: All Vehicles
- Smart steering: Off
- Rules
- Create Room
- Friends
2.3 Team Names
The home team creating the lobby will need to set the names for the two teams participating in the match. Each team name should be either the club's name or the school's name.
- The Home Team will be the Red Team
- The Away Team will be the Blue Team.
2.4 Course Selection & Match Procedure
- All players select "Random" from the track list
- If a player does not select "Random" and that chosen track is selected, all players must head back to the lobby and restart the course selection process.
- Once a race is completed, all players return to the game lobby and select "Random" again to decide the next course.
- Repeat this step until all races are recorded
2.5 Ties
In the event of a tie, an additional 1 race will be played to determine that game's winner. Repeat this process as many times as needed if races continue to end in a tie.
3. Tournament Rules
3.1. Game Connections
All players taking part in Generation Esports tournaments are required to have a Nintendo Account for the tournament they’re participating in connected to their Generation Esports account in the form of a game connection. All game connection information shown on a team’s roster must match with the accounts in game. Players using different accounts or those not officially on the roster are prohibited from playing in matches. Only one account connection is allowed per game, the use of alternate accounts is prohibited. All account connections are prohibited from being changed after the team has participated in its first match of a tournament’s regular season.
If a player’s name does not match what is shown on their roster, please reach out to an HSEL Administrator through thelive chat servicefor assistance while the game is still being played. Name discrepancy reports will not be accepted after a match has been completed.
3.2. Match Streaming
3.2.1. Spectators
At the moment there is no ability for a third party to spectate private matches.
3.3. Playoff Qualification
Teams must compete in and complete 75% of their Regular Season matches in order to be considered for playoff qualification. Teams who do not meet this requirement will be removed from qualification consideration regardless of their final record.
3.3.1. Unplayed Matches
Any match or queue that a team misses or does not complete will result in the match being counted as a loss against the team's record at the end of the regular season.
3.4. Playoff Qualification Tiebreakers
The leaderboard is ordered following the tiered protocol below. The leaderboard is updated after every match score is submitted.
Step | Criteria | Explanation and notes |
1 | Wins | Forfeit wins and bye wins are scored as a sweep win. |
2 | Adjacent head-to-head record | When a match is submitted, this criteria is evaluated for both participants.The winning participant is initially placed at the bottom of the list of participants with an equal record. Next, both are compared with the other participants directly above and below on the leaderboard, adjusting their position based on the head-to-head results (if any). This system will repeat itself if a participant moves up a position as a result of this check until their leaderboard position stops improving. |
3 | Overall game win percentage | Winning a match 3-0 is better than 3-2. |
4 | Round differential ("+/-") | Applicable competitions only: Total rounds won minus total rounds lost across all matches inside the same stage. A higher positive value is better. (e.g. 15 rounds won and 10 rounds lost will have a round differential of +5). |
5 | Opponents' game win percentage | It is better to beat an opponent who consistently won 3-0 than 3-2. |
6 | Forfeit losses | Fewer is better. |
7 | Bye wins | Fewer is better. |
8 | The number of wins earned before the first loss | More wins is better. |
9 | Opponent's game win percentage in the first loss | Higher opponent's game win percentage is better. |
4. Stoppage of Play
Should a player disconnect prior to any player (from any team) finishing their 1st lap, that race will restart (this is not referring to resetting the entire game). If a disconnect occurs after this point, the race will continue. The disconnected player can rejoin the lobby after the current race ends and before the next race begins.
5. Organization Rosters
Mario Kart 8 Deluxe rosters require a minimum of 4 players, and a maximum of 8 players (4 starters and 4 substitute players). Rosters that do not meet or exceed the required number of players will not be allowed to participate in official matches until their roster size meets the set requirements. Player substitutions are prohibited once the races series has started.
Licensed by Nintendo