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The PRO Roundnet League is a national club-based roundnet league featuring P1, P2, M1, M2, and Women's divisions. Clubs compete throughout the season for standings, playoff qualification, promotion, relegation, and championships. The league is built to create long-term club identity, structured competition, regional growth, and advancement pathways from beginner levels to the highest level of play. The season includes three official matchdays followed by championship playoffs in Orlando, Florida.
The season includes three primary matchdays:
League standings use a group point system:
Seeding runs off the Power Score, which weighs a squad’s group points per match together with the strength of its results, beating strong squads counts for more than running up wins over weak ones. The Power Score sets the seeding and the Slot Choice order for the Championship and Promotion Brackets, and helps decide their final spots from the Play-In Schedule. The first Power Scores publish November 9.
Your PRO Score is a career rating from 1 to 10 that follows you from event to event. It's built from every counted net you've played in the league, and it looks at your game from several angles:
One guardrail keeps it honest. A small number of nets can't inflate a score: until you've built a real body of work, your score is pulled toward the middle of the pack. Past that, there is no ceiling and no shortcut: the top of the ladder sits wherever the best careers in the league take it, and the biggest wins of a career, the games your profile keeps as your career-defining games, are the ones that move it most.
One number, your whole career, that's the PRO Score. Read it as a résumé, not a prediction: it records what your career has proven, and it grows season over season. Its single-match cousin is PER, which grades one match at a time using the same ideas.
PER, Player Efficiency Rating, is your form this season: one grade for the whole season, on a scale of 1 to 99 where 50 is the average for your competition, the field you actually play against. A 60 in Minor and a 60 in P1 are both strong seasons, graded against different fields.
Every match starts at 50, league average. Finish above 50 and the day went well: you won your nets, and how much you won by, how many points you scored, and how strong the pair across the net was all push the number up toward 99. Finish below 50 and the day went the other way, with the same factors pulling you down toward 1.
Four things grade every match:
One matchday gets its own number: your Matchday Grade is the same grading applied to a single matchday, with nothing blended in, so a great day shows in full. Your season PER blends every matchday together, and it treats a small sample honestly: a PER built on very few nets is pulled toward the average until the body of work behind it is real. Partners share the grade, too: every net grades the pair, so your number reflects the partners you played those nets with.
PER is computed fresh for every match, then rolls up into a Matchday Grade for the day and a PER for the season, so a great month shows up right away. Only official match nets that were fully recorded count: pickup games, partial records, and forfeits never move it.
Because the two numbers do different jobs. A Matchday Grade grades one day on its own: play great that day and the grade says so, in full. Your season PER blends every matchday together, and it pulls a small sample toward the average, so a season built on a modest number of nets lands closer to 50 than the days that made it.
Say your Matchday Grades are 72 and 84, on a light schedule: the blend can print as a season PER in the 60s, below both days. Nothing was taken away; the season number is simply asking for more proof, and stacking more nets at that level pulls the PER up toward the days that built it.
The same blending is why one huge day on a handful of nets does not print at face value: a grade of 80 over 4 nets can land as a PER in the 50s, while the same 80 across 40 nets prints around 70. Volume is what turns a great day into a great season number.
Say your pair wins a net 15-8, twice in the same day.
That is the design working exactly as intended. The pair across the net sets the bar, so their PRO Scores decide how high your grade can reach. Beating up on a weaker field tops out in the high 80s; to see the 90s, you have to beat the best pairs in the league, and beat them well. Two identical scorelines, two very different tests, two honest grades.
PER grades every match on the same four things, so the path up is the play itself:
And the mirror image: the same four things pull a below-average day down, so the fastest fix is usually the simplest one. Win the next net.
PRO Score is career proof, so it rewards what a career is made of: strong competition, repeated over time.
One quiet season does not erase a strong career, and one hot month cannot create one. Read the number as a résumé, not a prediction of your next match. That is the point: when a PRO Score says a player is proven, it is because they have proven it, over and over.
Because the two numbers answer different questions. PER is current form: it is graded fresh for every match, so one great weekend moves it right away. PRO Score is career proof: it is built from every counted net you have ever played in the league, so the same weekend is one chapter in a long book, and the number moves like it.
Watch PER for how you are playing now, and PRO Score for what your career has proven.
For the Pro ballot, a player needs a Pro-division PER of 40 or better and at least 6 counted Pro nets. Only P1 and P2 nets count toward the 6, and the PER that counts is the Pro-division line, not a combined one. Every player who clears the bar is on the ballot, whether they attended both matchdays or just one, and their card shows which. Playing any division counts toward the matchdays you attended, and coaching a matchday counts as attending it.
The Women's ballot asks for at least one match this season, in any division, with no PER minimum. Every player in a club is on that club's MVP ballot. The full ballot, with the voting rules, lives on the All-Star page.
Season leaderboards ask for a body of work: a player shows on them once they have played in at least two of the league's last three events. For 2026 those events are the January Playoffs, Matchday 1 and Matchday 2, so last year's playoffs plus one matchday this season counts. One matchday on its own does not. Under that bar a player's numbers still count: they live on the player's card and profile, and a season PER built on very few nets is pulled toward the average while the sample is small. Once the events stack up, the player takes their place on the boards and the PER stands on its own.
Divisions create balanced competition at every skill level while providing a clear pathway for advancement. The structure helps:
Matchday 1 is the opening competition of the PRO Roundnet League season featuring two national Super Regional events. Results impact division standings, playoff seeding, and postseason eligibility.
Las Vegas Super Regional: Buckskin Basin Park, Las Vegas, NV, June 27, 2026, on a grass surface.
Richmond Super Regional: River City Park, Richmond, VA, August 1, 2026, on a turf surface.
No. Clubs only need to attend one Matchday 1 Super Regional to remain eligible for the Top Championship Bracket pathway in their division. Clubs may attend both events for:
P1, P2, M1, and Women's Division teams compete at Matchday 1. M2 participation may vary based on event structure and attendance.
Teams may still attend Matchdays 2, 3, and Playoffs, but teams that miss Matchday 1 are ineligible for the Top Championship Bracket pathway and may instead compete in the Survival Bracket.
Grass fields, heat, dry conditions, dirt areas, and harder surfaces. Recommended: knee pads, sunscreen, water, shade/tents, and cooling towels.
Turf fields with possible heat, humidity, rain, and wet conditions. Recommended: knee pads, sunscreen, water, towels, extra clothing, and rain gear.
Matchday 2 shifts competition from national Super Regionals to local conference competition. Clubs compete within their geographic conference for standings, playoff qualification, and division positioning.
Matchday 2 is designed for the full depth of every club and includes all divisions and skill levels from beginners to professional players.
The following divisions compete during Matchday 2:
The League is divided into 8 geographic conferences. Georgia's clubs play inside the Southeast structure, in the East group: the Alabama Tide, Atlanta Puffins, Chattanooga Trash Pandas, Clemson Tigers and Knoxville Suns. Matchday schedules and formats may vary slightly by conference.
Conference Matchdays are expected to take place during September and October.
Teams will generally play approximately 5–7 matches during Matchday 2.
The League first schedules matches against divisional group opponents within the conference. Additional matches are then scheduled against teams closest in competitive level. Opponents may come from nearby divisions if needed for scheduling and competitive balance.
Yes. If scheduling requires it, teams may play clubs from nearby divisions and occasionally teams up to two divisions away.
Matchday 2 is the largest participation event of the season and plays a major role in:
Matchday 3 is the final regular season matchday of the PRO Roundnet season and serves as Day 1 of Championship Weekend in Orlando.
Friday, January 29, 2027 / Approximately 8:00 AM – 5:00 PM / North East Regional Park, Orlando, Florida / Turf Fields
All divisions compete during Matchday 3, including:
Matchday 3 is the final opportunity for clubs to earn group points, improve their Power Score, climb the standings, and qualify for championship playoff brackets.
Matches against divisional group opponents award group points toward standings. Matches outside the group primarily impact the Power Score. Because of this structure, standings can shift significantly throughout the day.
The League first schedules opponents from within each team's divisional group that they have not yet played. If additional matches are needed, teams may be scheduled against nearby competitive opponents to maintain balance and complete scheduling.
Every club is guaranteed a minimum of 4 matches during Matchday 3.
Matches continue throughout the day until approximately 5:00 PM before playoff brackets and evening activities begin.
Yes. Teams may move dramatically in standings, playoff qualification, or seeding based on final Matchday 3 results.
Most league information can be found in this FAQ or in the Player Handbook, the Year 2 Rules Book, published in full on this site.
Some situations may not be explicitly covered in the FAQ, Player Handbook, or a player's signed terms and conditions. In those cases, the final judgment will be made by the league managers.
If there are any contradictions or conflicts between these sources, league managers will interpret and apply the rules as they deem appropriate for the league.
Certain rules or procedures may apply differently to the regular season and the playoffs. Appropriate modifications and interpretations will be made as needed.
Championship Playoffs begin Friday evening, January 29, 2027, after Matchday 3 concludes. Bracket play continues Saturday, January 30, 2027, until champions are crowned.
Playoffs take place at North East Regional Park in Orlando, Florida on turf fields.
After regular season matches conclude, the league finalizes standings, playoff qualification, and bracket seeding.
The Slot Choice Ceremony allows top qualifying teams to select first-round playoff matchups based on final standings and league bracket rules.
Slot Choice is planned for the P1, P2, M1, and Women's Championship and Promotion Brackets.
Championship and Promotion Bracket Round of 16 matches begin Friday evening after standings are finalized and Slot Choice is completed.
No. The Championship and Promotion Brackets may begin Friday night, while lower brackets and most M2 brackets generally begin Saturday.
Playoff winners-bracket matches are four rounds, played to 21 with no cap. If a match is tied after four rounds, overtime is played to decide the winner.
Yes. If a playoff bracket match is tied after four rounds, overtime is played to determine a clear winner.
Survival Brackets are lower playoff brackets where teams compete for placement, podium finishes, and in some cases division survival or relegation protection.
Yes. Lower brackets may still award championships, podium finishes, or division honors depending on the division structure.
Yes. Matchday 3 can significantly impact standings, playoff qualification, and final seeding.
Yes, and it may be the best match of their weekend. The two relegated teams play a final playoff match against each other: for both clubs it is their most competitive game of the Playoffs, and it sets their starting spot for Year 2. They drop down as, essentially, the top of P2 next season, so there is plenty to play for.
No. First-time players must normally compete for their closest eligible club unless an official league exception applies.
Boundary rules help:
Players who intentionally bypass boundary rules or misuse exceptions may face league discipline, roster removal, eligibility loss, or future Free Agency restrictions.
A player may choose between two clubs if:
Example: Waco = 40 miles, Dallas = 55 miles, difference = 15 miles. The 50 is the difference between your two distances, not the distance between the clubs. Because both clubs are similarly close, the player may choose either club.
If your second-closest club is more than 50 miles farther from you than your closest club, and your closest club is within 60 miles, the player must compete for the closer club.
Example: Waco = 50 miles, Dallas = 110 miles, difference = 60 miles. The player must compete for Waco.
A player may choose either club if:
When both of your closest clubs are a long way off, the gap that still counts as a choice widens from 50 miles to 75. Example: Phoenix = 350 miles, Denver = 400 miles, difference = 50 miles, inside the wider 75-mile gap. Because both clubs are extremely far away and similarly distanced, the player may choose either club.
You may choose the closest club in your own country instead. The League has clubs in the United States and Canada, and the international rule says your closest in-country club is always one of your choices, even when a club across the border is closer, and no distance gap applies.
Example: you live in Windsor, Ontario. The closest club is across the border in Michigan, but you may choose the closest Canadian club. It works the same the other way for a player in the United States whose closest club is in Canada.
If your country has no club in the League, this rule adds no choice and the distance rules decide.
Yes, under the Minor exception, and distance decides how it works. The exception exists to develop newer players, support smaller conferences, encourage expansion, and create additional growth opportunities. It is for first-time players only:
More than 60 miles from your closest club: you may play Minor for any club, no approval needed from anyone.
Within 60 miles of your closest club: that club's owner decides, and the owner chooses the release:
If two clubs are within 60 miles of you, both owners must agree to the release. Send the request through the league portal; the league office sees every request and keeps track of exception use.
This exception does not apply to the Women's Division.
No. Each player may declare one eligible address, may be subject to League verification.
Eligible addresses may include:
No. A contracted player remains assigned to their current club unless Free Agency, relocation, dissolution, or another League-approved exception applies.
In limited cases, overlapping boundaries may allow a contract to be terminated if the player never competed in PRO and both club owners plus the player approve the release.
The league uses roster movement restrictions to:
The league currently operates primarily under a one-player-in / one-player-out Free Agency structure for contracted players.
An RFA is a player whose current club maintains matching rights during Free Agency. Another club may submit an offer, but the original club may retain the player by matching that offer under league rules.
A UFA is a player who may freely sign with another eligible club under official league Free Agency rules.
Players generally must complete at least two official matchdays to satisfy contract and eligibility requirements.
Depending on the situation:
If participation minimums are not met:
Generally no. Clubs are typically limited to losing one contracted player per Free Agency cycle, except in approved relocation situations involving players moving out of conference.
This rule helps:
Free Agency is the official League process that allows eligible contracted players to receive offers from other clubs under League rules.
Free Agency restrictions help protect club stability, prevent roster collapse, maintain competitive balance, and reward clubs that build strong local programs.
Each club may generally acquire one contracted player and lose one contracted player during a Free Agency cycle.
Once a club loses one contracted player, additional contracted players from that club generally may not be acquired during that same cycle unless approved under relocation or League exception rules.
If the original club matches the offer, the player remains with the original club under the matched contract terms, subject to League escrow and contract procedures.
If the original club releases the player, the acquiring club may complete the acquisition under League rules, escrow requirements, and transfer procedures.
No. Side deals, tampering, improper funding, manipulation, or attempts to bypass League procedures may result in League discipline.
If escrow is not properly funded, the match or acquisition may be voided and the League may proceed to the next valid step in the process.
Yes. League rulings regarding Free Agency, eligibility, and match/release decisions are generally considered final unless reconsidered by League leadership.
P1 is the highest division in the PRO Roundnet League and represents the top level of club competition.
P1 is expected to contain 26 clubs divided into two groups.
The top 6 teams from each group after Matchday 2 make the Power Schedule, every one of them is already in the Championship Bracket, playing for seeding (the Power Score). Everyone else plays the Play-In for the final four at-large spots. The P1 Top 16 is a hard rule: only teams that played in all three matchdays can be in it.
The P1 Survival Bracket includes P1 teams that do not qualify for the Championship Bracket. Teams compete for placement, podium finishes, and relegation protection.
The bottom 2 P1 teams are relegated to P2 for the following season.
Yes. P1 teams must attend at least one Matchday 1 Super Regional to remain eligible for the Top Championship Bracket pathway.
Yes. A P1 club must meet the Minor-team requirement for its top squad to remain eligible for the Top Championship Bracket pathway, in one of three ways:
The count is cumulative across forms: a Minor team's players count toward the 14, and players the club sends to the all-conference Women's team count too. Each player counts once, and counted players must be registered players from the club's area.
The spirit of the rule is to help the league have competition for those that are benefiting from the highest level of competition.
A top P1 squad that misses Matchday 3 or Playoffs may lose its place in the league the following season depending on league review and circumstances.
In limited cases, a squad with at least a 50% regular season win percentage across Matchdays 1 and 2 may be permitted to retain division status at league discretion.
P2 is the second professional division in the PRO Roundnet League and serves as the primary pathway into P1.
P2 is expected to include approximately 26–32 clubs divided into two or possibly three groups depending on participation.
The top 6 teams from each group after Matchday 2 make the Power Schedule, every one of them is already in the Promotion Bracket, playing for seeding (the Power Score). Everyone else plays the Play-In for the final four at-large spots, and one of those spots is guaranteed to the highest-finishing team that played in all three matchdays.
Yes. The top 5 teams from the P2 Promotion Bracket promote to P1 the following season.
Yes. The bottom 2 P2 teams are relegated to M1 the following season.
The P2 Survival Bracket includes teams that do not qualify for the Promotion Bracket. Teams compete for placement, podium finishes, and relegation protection.
Yes. P2 teams must attend at least one Matchday 1 Super Regional to remain eligible for the Top Championship Bracket pathway.
Yes. A P2 club must meet the Minor-team requirement for its top squad to remain eligible for the Top Championship Bracket pathway, in one of three ways:
The count is cumulative across forms: a Minor team's players count toward the 14, and players the club sends to the all-conference Women's team count too. Each player counts once, and counted players must be registered players from the club's area.
The spirit of the rule is to help the league have competition for those that are benefiting from the highest level of competition.
M1 is the highest Minor division and an important part of each club's development structure.
A club's P1 or P2 squad qualifies for the Championship Bracket only if the club meets the Minor-team requirement in one of three ways:
The count is cumulative across forms: a Minor team's players count toward the 14, and players the club sends to the all-conference Women's team count too. Each player counts once, and counted players must be registered players from the club's area.
The Minor-team requirement stands: there is no path to the Championship or Promotion Bracket without meeting one of these three paths.
The spirit of the rule is to help the league have competition for those that are benefiting from the highest level of competition.
M1 helps clubs:
M1 teams are divided into 4 groups for standings, scheduling, and playoff qualification.
The top 6 teams from each group after Matchday 2 make the Power Schedule, every one of them is already in the Promotion Bracket, playing for seeding (the Power Score), and a Power qualifier must play there. Everyone else chooses: the Play-In for the final four at-large spots, one of those spots is guaranteed to the highest-finishing team that played in all three matchdays, or the M2 schedule (pool play) and its 8-team championship brackets.
Yes. The top 5 teams from the M1 Promotion Bracket promote to P2 the following season.
Yes, through the playoffs only. No M1 squad is relegated off the regular-season standings. At the playoffs, all 16 squads in the M1 Promotion Bracket stay in M1 next year. The M1 Survival Bracket is each club's choice to enter: finish outside the bottom two there and you are in M1 next year, and the bottom two Survival squads play in M2 next year. That playoff finish is how next year's M1 is set.
The M1 Survival Bracket includes teams that do not qualify for the Promotion Bracket. Teams compete for placement and division survival.
Yes. M1 teams must participate in all three matchdays, including at least one Matchday 1 Super Regional, to remain eligible for the Promotion Bracket.
M2 is the developmental Minor division for newer players, intermediate players, additional club squads, and expanding programs.
In Orlando, M2 squads are placed into 8-team championship brackets, the A, B, C, D brackets and beyond, every bracket plays for trophies, a podium and prize money, and the top 8 of the highest bracket earn their club a second M1 team for Year 3. M2 squads still play M1 squads in competition, but those matches don't count toward the group points that decide the Promotion Bracket or promotion to P2.
Yes. M2 is designed to provide a meaningful and competitive experience for developing players and newer competitors.
Yes. Clubs may bring unlimited M2 teams during Matchdays 2 and 3, subject to league approval and event capacity.
M2 teams are invited to Matchday 1, but participation may vary. M2 competition is primarily emphasized during Matchdays 2 and 3.
Friday in Orlando is the M2 schedule, pool play for M2 squads, and that finish seeds the brackets. M2 teams are then placed into 8-team championship brackets, the A, B, C, D brackets and beyond, based on Matchday 2 results and Friday's pool play.
M2 playoff brackets begin Saturday during Championship Weekend and do not start Friday night.
Yes. The top 5 teams from the highest M2 bracket promote to M1 the following season.
Yes. Beginning in future seasons, clubs may potentially field multiple M1 teams depending on promotion results and league structure.
The Women's Division may use conference-based or club-based structures depending on participation, conference needs, and competitive balance.
Yes. Women may always choose to compete in Open divisions at any Matchday.
Yes. Matchday 1 counts toward Women's standings and postseason positioning.
Yes. Matchday 3 and Playoffs count toward final standings and postseason qualification.
There are no Women's group matches at Matchday 2 in 2026. Women's group points come from Matchday 1 and Matchday 3 only.
Group points come from Matchday 1 and Matchday 3, 3 points for a win, 1 for a tie, and Matchday 3 is Friday in Orlando (5 matches, 15 points max). Seeds come from the Power Score, the same as every division. The top 8 squads make the Championship Bracket, and the top 4 get Slot Choice, they pick their first-round opponents from seeds 5–8. Every squad is in it on performance: a squad that missed Matchday 1 carries five absences, but it can still play its way into the top 8 in Orlando, even into a Slot Choice seed.
No. The first-time player Minor Division exception does not apply to the Women's Division.
Conference-based squads help developing regions field competitive teams, increase participation, and create a stronger long-term pathway for Women's roundnet within the league.
A first-time player is someone who has never competed in the PRO Roundnet League or official League competition.
A first-time player must normally compete for their closest eligible club unless an official League exception applies.
These rules help protect local club growth, prevent roster stacking, maintain competitive balance, and strengthen regional conferences.
Players may declare one eligible address, subject to League verification:
Yes. A player may choose either club if:
Choosing between your two closest clubs under this rule needs no form and no exception. The Boundary Exception Form is only for playing outside your closest club under an exception, like the Minor exception below.
If your second-closest club is more than 50 miles farther from you than your closest club, and your closest club is within 60 miles, the player must compete for the closest club.
If your second-closest club is over 150 miles away, and it is no more than 75 miles farther from you than your closest club, the player may choose either club. When both clubs are a long way off like that, the gap that still counts as a choice widens from 50 miles to 75.
Yes, under the Minor exception, and distance decides:
No. A player using the Minor Division exception may not compete in PRO divisions during their first season.
It depends on the release.
Permanent release: the other club becomes your primary club, as if you had relocated. Your old club holds no right of refusal over you after that season. Your official address does not move; that club is simply your club from then on, wherever you live.
One-event release: the exception ends with the event and changes nothing else. You play for your closest club from then on, and playing for that club again, at another event or next season, takes a fresh approval.
No. Players or clubs found misusing boundary exception forms may face League discipline, roster penalties, eligibility loss, or Free Agency consequences.
Returning players must remain with their previous club unless officially acquired through Free Agency, relocated outside their conference, or approved through another League exception.
If a player permanently relocates outside their conference, they may join a club in the new conference after League approval and verification.
The player becomes contracted with the new club. If the player completes two Matchdays, they satisfy Year 1 of the contract and become an RFA the following season.
If a player remained with the same club and signed an extension, they must complete two Matchdays to remain an RFA the following season.
If a player stayed with the same club without signing an extension, they must complete two Matchdays to become a UFA at season's end.
The player may fail to satisfy eligibility requirements and could be required to complete another qualifying season before regaining agency eligibility.
Generally no. Players may only represent one club per season unless approved through relocation, Free Agency, or another official League exception.
A player who relocates to a new conference between Matchdays may compete for the new closest club if the original owner approves the move and the League verifies eligibility.
Group Points: Each win in an in-division Group match is worth 3 points. Group Standings are based on points per match, rather than simply total points earned.
Non-Division Matches: Clubs may also be scheduled to play teams outside their division. These matches do not count toward Group Standings points, with one exception: a lower-division squad that beats a higher-division squad earns the 3 group points for that win, but they do count toward the team's overall schedule and its Power Score, which sets playoff seeding, the Slot Choice order, and the final Championship and Promotion Bracket spots from the Play-In Schedule.
Points Per Match: To account for clubs playing different numbers of Group matches, the League will divide a club's Group points by the number of Group matches it played or was required to play.
Playing Up: Squads are sometimes scheduled against a team from a higher division, a P2 squad against a P1 squad, or a Minor squad against a P2 squad. If the lower-division squad wins, it earns the 3 group points, and the match counts in its points per match. If the lower-division squad loses or ties, nothing is added, no points, and the match does not count in its points per match.
The higher-division squad's Group Standings are not affected by a match against a lower-division squad, win or lose.
Missing Matchday 1: If a club does not attend Matchday 1, the Group matches it would have been required to play will still be included in its total number of matches when calculating points per match. The club does not receive points for those missed matches. For example, if a club misses 5 required matches at Matchday 1 and then goes 3–1 at Matchday 2, it earns 9 points. Those 9 points are divided by 9 total required matches (5 missed at Matchday 1 + 4 played at Matchday 2), resulting in 1.0 point per match in the Group Standings. A club that misses Matchday 1 is not eligible for the Championship or Promotion Bracket at the Playoffs.
Missing Matchday 2: If a club misses Matchday 2, the League's Matchday 2 forfeit rules apply. Matches that were scheduled, or should have been scheduled, against the absent club as part of the Group schedule are recorded as forfeits, a win and 3 points for the club that showed, a loss for the absent club, so the result shows in both clubs' W-L-T records, and it counts as a match played for both clubs. See the Matchday 2 – Forfeits & Standings rules for additional details.
Forfeits: If a squad does not show for a scheduled match, the match is recorded as a forfeit. The squad that showed gets the 3 points for the win; the absent squad gets 0. The forfeit shows in both squads' W-L-T records, a win for the squad that showed, a loss for the absent squad, and it counts as a match played for both squads, so it figures in the points-per-match standings.
Team Elo: a qualified forfeit counts at half weight for both squads, the win and the loss both register, at half the rating movement of a played match. Player ratings do not change: no nets were played.
Women's division: there are no forfeits in the Women's division, this rule does not apply there.
P1 & P2 FORFEITS, If a P1 or P2 club participated in Matchday 1 but does not participate in Matchday 2, any matches it would have played as part of its Conference Matchday 2 schedule will be recorded as forfeits.
Qualifying Matches: Only matches the absent team was scheduled to play as part of its Conference Matchday 2 schedule qualify. The squad that showed gets the win and the 3 points; the absent club takes the loss and gets 0. The forfeit shows in both clubs' W-L-T records, and it counts as a match played for both clubs, so it figures in the standings, which are based on points per match.
In Team Elo, a qualified forfeit counts at half weight for both clubs, and player ratings do not change.
MINOR DIVISION FORFEITS, A Minor forfeit will be recorded if a club participated with a Minor team at Matchday 1 but does not bring a Minor team to Matchday 2, or if its P1/P2 team participates at Matchday 2 without a Minor team.
Only matches that would have been played against the missing Minor team as part of the Conference Matchday 2 schedule qualify.
For each qualifying forfeit, the opposing squad gets the win and 3 points and the missing team takes the loss and gets 0; the forfeit shows in both squads' W-L-T records, and the match counts as played for the opposing club's Minor A team, or for a Minor B team that participated in both Matchday 1 and Matchday 2, and for the missing team as well.
If a club splits its Minor A-level talent between two Minor squads, the forfeit counts as a match played for both squads.
If a club's pro team plays the Minor schedule because the club brought no Minor team, every Minor A team that plays them gets 3 group points and the match counts in its record, win, tie, or lose, and no Minor forfeit is created on top of it.
After Matchday 2, the top 6 teams from each group move into the Power Schedule: they play each other on Matchday 3 morning in Orlando. Every Power Schedule team is already in the Championship or Promotion Bracket, those matches set the seeding, the Power Score.
On Matchday 3, The Power Score builds the Power Schedule: squads are matched up to make the schedule as balanced as possible, the most even set of matches the field allows. Squads never play a team from their own group, every Power Schedule match crosses groups. If teams are tied, a secondary metric breaks the tie.
Everyone who isn't in the Power Schedule plays the Play-In for the final four at-large spots in the Championship and Promotion Brackets. In P2 and Minor, one of the four is guaranteed to the highest-finishing team that played in all three matchdays. In P1, every team in the Top 16 must have played Matchday 1.
One exception: a club whose top Minor team misses the Power Schedule chooses its path, the Play-In, or the M2 schedule (pool play), and the league places teams into the 8-team brackets from there. A Minor team that chooses the Play-In is playing for the Promotion Bracket, miss out and the M1 Survival Bracket has its own podium, trophies and prize money, with the bottom fighting to keep their M1 status. Power-qualified Minor teams play the Power Schedule, no opting down.
Once final seeding is set, teams take part in the Slot Choice presentation before the bracket starts: the picking order runs off the Power Score, and in that order teams choose their first-round opponents from the bottom 8 seeds. Slot choice takes place in the first and second rounds for the top 16 brackets, and if a team upsets a higher seed, it takes that seed's spot in the bracket.
Seeding runs off the Power Score, which weighs a squad’s group points per match together with the strength of its results, beating strong squads counts for more than running up wins over weak ones. The Power Score sets the seeding and the Slot Choice order for the Championship and Promotion Brackets, and helps decide their final spots from the Play-In Schedule. The first Power Scores publish November 9.
The Power Score ranks the squads in a division from 0 to 100. It blends two things: a squad’s record against its own division, and its Team Elo.
So a Power Score of 100 means a squad leads its division on both counts right now. Every other number measures how close a squad stands to the top of its own division, which is why a score can move when other squads’ results change.
Each squad is required to register and have at least 7 eligible players available at the start of the event. If a registered player does not participate in the squad's first matchup of the event, the squad will receive a 1 match-point penalty in every matchup for the remainder of the event. Exceptions may be granted by the League in limited circumstances. Factors considered include the hardship involved, how many players are affected, the timing of the situation, whether replacement players are available, and whether the issue was within the squad's control. Exceptions are intended for genuine last-minute emergencies and are not intended to apply to squads that simply failed to register or bring a 7th player to the event.
Yes. Squads may register 8 players for additional Matchday flexibility. For the remainder of this section, any reference to a #6 or #7 player also includes an 8th player.
(1) If a player is injured, unavailable, or unable to begin Match 1, that player may be removed from the lineup for the remainder of the matchup. If the removed player was ranked #5, #6 or #7 in a four-round match, or #6 or #7 in a two-round match, the squad receives the match-point penalty (see "How is the match-point penalty applied?"). If the removed player was ranked #1 through #4, no match-point penalty is applied.
(2) If an injury occurs after the matchup has begun, normal replacement rules apply. Any eligible replacement must satisfy all lineup and pair score requirements. Once a replacement player enters the matchup due to injury, that player may not be substituted out for the remainder of the matchup.
(3) If the injured player was ranked #5, #6 or #7 (in a two-round match, #6 or #7) and is unavailable for the majority of the remaining matchup, the League Manager or Tournament Director may assess the match-point penalty. This determination is not automatic and will consider all relevant circumstances, including the timing of the injury, the current score, the availability of eligible replacements, the amount of the matchup missed, and the overall competitive impact.
(4) A player removed during a matchup cannot return in that matchup. At the playoffs, a removed player ranked #5, #6 or #7 cannot return for the rest of that day; they may return the next day. In all other cases, a removed player may return for a later match in the event.
A squad that registers 8 players has a cushion: the penalty never applies to it. The penalty turns on the rank of the player who is out. In a 4-round match, a player ranked #5, #6 or #7 out triggers it; in a 2-round match, only a player ranked #6 or #7 out; a player ranked #1 through #4 never triggers it. The penalty is one match point for every two rounds played short. How it applies follows the match's tie setting. Where ties are allowed, it is applied after the match, and only when the match ends in a tie. Where overtime or the two-point net is in effect, it is applied as it accrues: a qualifying player out before the match means the squad carries the full-match amount from the start, and mid-match it lands the moment the player has been out two rounds, and again at four.
The 7-player requirement helps preserve competitive integrity, maintain proper rotation structure, prevent unfair roster advantages, and keep matches running smoothly.
The penalty exists because allowing a lower-ranked player to be removed without consequence could create a roster advantage. Rather than requiring forfeits or leaving matches unplayed, the match-point penalty allows all scheduled matches to be completed, maximizes playing time for both squads, and still provides a meaningful competitive disadvantage to the short-handed squad.
Yes. Clubs may temporarily call up lower division players during a Matchday due to injury under League rules.
No. A lower division squad may continue with 6 active players without receiving a match-point penalty if the absence is due to an approved injury call-up.
Yes. Called-up players may return to their original squad if the injured player later returns during the Matchday.
Both squad captains are responsible for identifying any applicable match-point penalty. The League Manager or Tournament Director will make the final ruling if a dispute arises.
During Championship play, each player on an 8-player squad must sub out at least once during the match.
The League follows the adopted 2026 IRF / USAR ruleset along with official League clarifications and modifications.
Regular season matches are generally two-round matches with games played to 21, cap 25, and no overtime. Southeast Conference matches are the exception: they are four-round matches.
No. Overtime is not used during regular season League play.
Yes. If a playoff bracket match is tied after four rounds, overtime is played to determine a clear winner.
Playoff winners-bracket matches are four rounds, played to 21 with no cap. If a match is tied after four rounds, overtime is played to decide the winner.
Players should understand equal serving format, drop zone rules, no same-hand tosses, expanded Non-Hitting Zone rules, smaller boundaries, and official League gameplay updates.
Yes. The League may clarify, modify, or enforce rules during the season to protect safety, fairness, competitive integrity, and event operations.
Club owners are responsible for organizing their club, communicating with players, managing rosters, supporting registrations, following League rules, and helping teams attend required Matchdays.
Yes. Owners may also compete if they meet all player eligibility, roster, and League participation requirements.
A club that misses Matchday 3 or Playoffs may become ineligible for League participation the following season. Depending on the circumstances, the owner may also become ineligible as an owner or player.
If a club's top P1 or P2 squad misses Matchday 3 or Playoffs, that squad may lose its League position the following season.
Secondary or lower squads may be relegated to the next lower division if they miss Matchday 3 or Playoffs.
At League discretion, a squad with at least a 50% regular season win percentage across Matchdays 1 and 2 may retain division status.
Minor teams help develop players, build club depth, support conference growth, and strengthen the League long term.
Yes. The League places a major emphasis on scorekeeping and player statistics throughout the season.
Scorekeeping supports accurate results, player statistics, awards, All-Star recognition, rankings, and future League history.
Statistics may impact All-Star eligibility, Top 10 statistical awards, future League recognition, and historical records.
Players and clubs are responsible for ensuring matches are properly recorded. Clubs are encouraged to bring staff, fans, substitutes, or volunteers to assist with scorekeeping. If no outside scorekeeper is available, teams should assign one player on the net to scorekeep during the match.
Players may lose eligibility for statistical recognition, All-Star consideration, or future League awards if matches are not properly scorekept.
Players, coaches, owners, and staff are expected to demonstrate professionalism, effort, sportsmanship, and competitive integrity at all League events.
Prohibited conduct may include harassment, tampering, fraud, escrow manipulation, intentional losing, rule circumvention, misconduct, or actions harmful to League integrity.
Yes. Players or coaches who intentionally harm their team, manipulate outcomes, intentionally lose, or act against the competitive interests of the team or League may face discipline.
League discipline may include warnings, fines, suspensions, eligibility loss, removal from events, contract consequences, forfeiture of points or prizes, or expulsion from the League.
Yes. The League may immediately suspend or remove participants whose conduct creates safety risks, serious misconduct, or harm to League integrity.
Formal grievances must be submitted in writing within 7 days of the incident and include supporting details.
Per the Year 2 Rules Book (§XVI), a grievance must include:
The League reviews and responds within 14 days, gathering input from observers, referees or officials, captains or opposing squads, and video or written evidence as the case needs. Possible outcomes: no action, a warning or fine, a player suspension, a match result adjustment, or ineligibility for playoffs or prizes.
Yes. League discipline decisions are final unless reconsidered by League leadership.
Yes. Unless otherwise arranged, players are responsible for their own travel, lodging, meals, equipment, and personal expenses.
If weather or unsafe conditions occur, the League may delay, shorten, modify, or cancel schedules to protect safety and event continuity.
Play may be delayed, suspended, or relocated according to League safety protocols and event direction.
No. Refunds, credits, or reimbursement for travel disruptions or weather-related issues are not guaranteed.
Yes. Players should prepare for heat, rain, wind, humidity, cold, and changing outdoor conditions.
Players should bring water, food, sunscreen, knee pads, towels, weather-appropriate clothing, shade, and any personal equipment needed for a full day of competition.
Yes. By participating, players grant the League, clubs, sponsors, and approved media partners permission to use names, likenesses, photos, videos, and voice recordings for League-related purposes.
Player photos may be used for rosters, graphics, broadcasts, awards, promotional materials, websites, social media, and League history.
Players should upload a clear, forward-facing photo with only one person visible. Group photos, blurry images, side shots, or unserious photos may not be used.
Use of League logos, sponsor marks, and official branding must follow League guidelines and approval requirements.
Players and clubs must follow official League equipment standards for the season. The League currently uses the Spikeball Titan set and Atlas balls.
Yes. The League may approve expansion clubs based on geography, ownership, conference balance, player base, and long-term viability.
Division placement is determined by the League using competitive level, roster strength, conference needs, and available division structure.
Yes. Groups may be adjusted before the season based on participation, travel, new clubs, and final squad counts.
No. Groups remain subject to change before the Las Vegas Matchday based on registration numbers, club participation, and Super Regional attendance.
Matchday 1 registration opens May 20, 2026.
Early bird pricing is scheduled to run through June 19, 2026.
Matchday 1 schedules are expected to be released in mid-June 2026.
Yes. Schedules may change due to registration numbers, travel plans, weather, division adjustments, or League operations.
Yes. Groups may change before the Las Vegas Matchday depending on final participation and which clubs attend each Super Regional.
Players should use official League channels, registration pages, and www.PROroundnet.com for the latest schedule information.
Promotion and relegation create a merit-based system where performance matters. Teams can earn promotion, fight to avoid relegation, and build toward long-term competitive goals.
Club identity helps create stronger communities, player loyalty, local development, fan engagement, and a more professional league structure.
Player movement limits help prevent roster collapse, reduce superteam stacking, and maintain competitive balance across the League.
Full-season participation protects scheduling integrity, supports sponsors and events, creates fair standings, and ensures playoff spots are earned through consistent competition.
Minor teams help clubs build depth, recruit new players, grow local communities, and develop future P1 and P2 talent.
The League aims to build a sustainable, professional, club-based roundnet system with strong local clubs, meaningful statistics, promotion and relegation, competitive divisions, and a clear pathway from beginner to pro-level play.
Escrow is the League's payment protection system used for approved player contracts and compensation agreements.
Escrow helps ensure player compensation is funded, transparent, and processed according to official League contract procedures.
Player payments may be released in portions after participation requirements are satisfied at official Matchdays, according to League escrow rules and contract terms.
Yes. Participation requirements may affect when funds are released and whether players remain eligible for payment.
Depending on the escrow process, players may need to log in, request payment release, or message the League after each Matchday.
Escrow and payment disputes are resolved by the League office according to League rules and contract procedures.
No. Player-funded escrow deposits are prohibited and may result in League discipline.
No. Contracts must be fully monetized and fully guaranteed. Bonuses, incentives, deferred guarantees, equipment substitutions, and non-cash benefits are not allowed unless approved by the League.
No. There is no salary cap in Year 2.
Yes. The minimum contract value is $30.
A signed player who does not participate in any official Matchday may be released without earning RFA qualification.
Once a signed player competes in one official Matchday, the player becomes fully contracted and begins their rookie year under League rules.
Yes. Players generally must complete at least two Matchdays or Playoffs to satisfy Free Agency eligibility requirements.
Their Free Agency status may reset, and their next season may return them to their boundaried club as a new signed player, depending on League review.
Yes. The League has final authority over eligibility, contracts, Free Agency, ownership, club participation, boundaries, escrow, discipline, and any situation not clearly covered by existing rules.
Yes. The League may clarify, interpret, modify, or enforce rules as needed to protect competitive balance, club stability, financial accountability, and long-term League durability.
The League may close, interpret, or convert loopholes into enforceable rules at any time to preserve fair competition.
Yes. League determinations are final unless reconsidered by League leadership.
Yes. The League may address unforeseen eligibility issues, ownership disputes, relocation questions, Free Agency problems, or conduct harmful to League integrity.
Yes. Year 2 conduct, participation, Free Agency activity, owner behavior, and club stability may influence future League rules and structure.
Yes. Groups, divisions, schedules, and event structures may change based on registration, travel, expansion clubs, venue needs, competitive balance, or League operations.
No. Majority owners may not enter Free Agency while holding ownership.
Yes. Majority ownership may transfer with League approval and must follow League governance requirements. Ownership may not be used to manipulate eligibility or roster rules.
Yes. Clubs may extend their own players up until September 1, subject to League rules and escrow requirements.
If two offers have the same amount, the offer submitted to the League first is considered first.
Expansion clubs generally cannot lose signed players during their first Free Agency window, but they may still acquire one Free Agent.
Yes, but only in limited relocation situations where the losing owner agrees and the players are genuinely moving, not being taken through standard Free Agency.
Yes. The League may investigate improper funding, side deals, escrow manipulation, artificial contract values, roster manipulation, or similar concerns.
Penalties may include contract voidance, suspension, financial penalties, loss of Free Agency privileges, loss of eligibility, multi-season discipline, or removal from the League.
Players, owners, coaches, and staff should rely on official League channels, forms, registration pages, and www.PROroundnet.com for current information.
Seeding runs off the Power Score, which weighs a squad’s group points per match together with the strength of its results, beating strong squads counts for more than running up wins over weak ones. The Power Score sets the seeding and the Slot Choice order for the Championship and Promotion Brackets, and helps decide their final spots from the Play-In Schedule. The first Power Scores publish November 9.
From the Year 2 Rules Book (§1), read it in the book.
All squads must register 7 players, and squads may register 8; every squad must have 7 registered and paid players to compete. The 7-player rule is strictly enforced for PRO squads, Minor A squads, and Women's squads competing in the top playoff bracket. Other divisions, Minor B, Challenger, and Women's squads not competing in the top playoff bracket, may compete with 6, taking the match-point penalty where it applies; an M2 squad may play with six with no point penalty but must still roster seven registered and paid. A club’s second Minor squad in M2 is the exception: it may register with six players, with no point penalty and no seventh roster spot required, so a club that brings a large turnout can field its second Minor team.
All players must be registered and paid in full before the Matchday or tournament to be eligible to compete. Rare exceptions may be granted, but only with explicit approval from the Commissioner or League Owners.
Per round, 6 players compete and 1 is the substitute.
Across a 4-round match, 4 players sub once and 3 play all rounds. Across a 2-round match, 2 players sub once and 5 play all rounds. (Rules Book §1.)
Squads must be registered with at least 7 players, and every squad must have 7 registered and paid; a squad that registers 8 has a cushion and the penalty never applies to it. M2 squads are exempt from the penalty itself but must still roster seven registered and paid. One exception: a club’s second Minor squad in M2 may register with six players, no point penalty and no seventh roster spot required, so a club with a large turnout can field its second Minor team.
The penalty turns on the rank of the player who is out: in a 4-round match a missing #5, #6, or #7 ranked player triggers it, in a 2-round match only a missing #6 or #7, and a missing #1 through #4 never does. The penalty is one match point for every two rounds played short, one match point in a 2-round match, two match points in a 4-round match. How it lands follows the match's tie setting: where ties are allowed it is applied after the match and only if the match ends in a tie; where overtime or the two-point net is enabled it is applied as it accrues (see "How is the match-point penalty applied?").
Both captains are responsible for catching it: the short-handed squad must inform the TD and/or the opposing captain, and the opposing squad must make sure the penalty is applied. (Rules Book §2, read it in the book.)
Yes. Beginning after a squad has completed its first match of the Matchday, teams may recruit new eligible players, provided all standard eligibility rules are met.
If a PRO squad recruits a #1, #2, or #3 ranked player from their Minor A squad, the Minor A squad may compete with 6 players without penalty. (Rules Book, Recruiting Between Matches.)
Once Round 1 begins (the placing phase), the roster and rankings are locked for the entire match. No changes are permitted mid-match, except for removal. (Rules Book, Roster Lock & Replacements.)
From the Year 2 Rules Book (§V), read it in the book.
Rankings are submitted before each Matchday in Squad Software. They can change between matches on a matchday, but not for postseason tournaments, and if changing them becomes too time consuming and hinders the flow of the event, the TD can prohibit squads from doing it.
Players do not keep the same ranking across divisions. Once set, rankings are used for pair scores, variance, subs, Overtime eligibility, and tie-breakers.
Rankings must reflect relative ability in good faith. Manipulated rankings or incorrect assignments mean forfeited nets and potential suspension. (Rules Book §V.)
The placing squad assigns three pairs first; the matching squad responds within variance limits. Squads alternate placing and matching each round.
Squad Software is preferred; offline sheets work too, keep the sheets so they can be put into the software afterwards, and record all games when the software isn't used so the league can capture stats. (Rules Book §VI, read it in the book.)
Round breaks are 5 minutes per squad for assignments. (Rules Book §VI.)
From the Year 2 Rules Book (§IV), read it in the book.
A match runs 40–120 minutes: 2 rounds per match, and each round has 3 nets played simultaneously (2v2). Games are to 21, cap 25, unless the TD changes it for the event. No overtime in this format.
Matches follow the USAR Official Rules of Roundnet unless otherwise noted. The 2026 PRO League modifications:
Wing interference: if the wing is struck by the serve after passing the receiver and a legitimate receive was NOT possible, play continues (no point awarded). If the wing is positioned between the receiver and a legitimate play and the receiver hits the wing, the point goes to the receiving team (treated like a hinder). The wing does not need to reset between first and second serve. (Rules Book §VII, read it in the book.)
If a match is tied after 4 rounds, overtime is one bonus 2v2 game to 21, no cap. Each squad selects 2 players from its top 3 ranked players, only players ranked #1–3 are eligible. Rock–paper–scissors decides serve/receive first; standard rotation; first to 21 wins. (Rules Book §VIII, read it in the book.)
Each squad gets 1 timeout per game (60 seconds). At game start, the placing squad picks serve/receive or positions; the matching squad picks the other.
Scorekeeping must be done for every game in the league, in Squad Software; subs or volunteers may assist, and players can self-score during the game if no volunteer is available. (Rules Book §IX, read it in the book.)
From the Year 2 Rules Book (§X), read it in the book.
An automatic net loss comes from: ineligible subs, back-to-back pairings, or variance exceeded.
Inside a match: arriving 10 minutes late forfeits Round 1, and continued lateness adds another forfeit every 10 minutes. Forfeits are scored as –8 differentials unless adjusted by the TD, and unfinished or unstarted games are defaulted as forfeits with a –8 spread unless the Tournament Director adjusts it.
How a missed matchday or a Matchday 2 forfeit affects the standings is a separate question, see 'Matchday 2 Forfeits & Standings' above. (Rules Book §X.)
From the Year 2 Rules Book (§XI), read it in the book.
First warning: no immediate action; recorded by the field director.
Second warning: if given during an active game, the opposing squad is awarded a point.
Third warning: the player is ejected from the current match; their spot in the rotation cannot be replaced until the next match, and all unplayed games in the current match are forfeited.
Fourth warning: the player is ejected from the tournament; their spot cannot be replaced, all unplayed games in the current match are forfeited, and the player's name is removed from the squad roster after that match.
On the eighth cumulative warning, and every warning after it, the squad forfeits a match point to the opposing squad if currently playing; if that forfeiture ties the match, the squad automatically loses. If the warning comes between matches, the next opponent begins with a free point. (Rules Book §XI.)
Deliberate misconduct: breaking the net intentionally, throwing or kicking a ball away from play without retrieving it, and actions in anger (such as kicking or throwing an object that harms another person). Excessive, intentional, or flagrant actions may result in immediate removal by the Tournament Director.
Offensive behavior: saying something unkind or offensive to another individual; excessive offensive language or loud swearing.
Cheating: obvious and repeated cheating after being instructed by a coach, observer, or tournament official.
Interference: disrupting a game you're not playing in and causing a point or re-serve. (Rules Book §XI.)
Warnings may be recorded and enforced by:
From the Year 2 Rules Book (§XII), read it in the book.
No. Roster integrity: no guest players, only rostered players may compete. Boundaries are always in effect, and sportsmanship, respect for opponents, teammates, officials and spectators, is the standing expectation.
In the PRO, Minor, and Women's Divisions, all players must wear the same colored jersey or shirt to present a professional, unified club image. Jerseys are strongly encouraged across all divisions and required in semifinals, finals, and featured matches. (Rules Book §XII.)
Subs and coaches must remain outside the 30 ft boundary. Signals and audio communication are permitted but must not disrupt play. Physical contact (such as high-fives) is allowed only during timeouts or between games. (Rules Book §XII.)
Matches may be observed using USAR-certified observers. Serving judges may call high serves. Players may excuse a serving judge but not request a replacement. (Rules Book §XII.)
From the Year 2 Rules Book (§XIII), read it in the book.
The injured player may take a 5-minute injury timeout. An injured player may be removed from the roster for the match, rankings remain intact, and if removed, the player cannot be reassigned that match.
Any player may return later in the matchday, but must still follow all rules regarding matching, substitutions, and pair score compliance. The league does not provide medical personnel; players participate at their own risk.
A replacement is allowed only if the new pair score fits within variance. Exception: if the replacement has a lower ranking than the injured player, captains may approve the substitution even if it falls outside the variance, and opponents may also sub within variance to balance.
If a player is lost during a rally (for example at 24–24), their partner may continue the point alone only if it is their serve turn; if it is not their turn, the game is forfeited. (Rules Book §XIII.)
It is illegal to feign or exaggerate an injury to manipulate substitution rules; verified cases result in forfeiture of eligibility. It is also illegal to intentionally rank top players lower to gain variance or substitution benefits; verified cases result in loss of prize money and eligibility.
The book also ties All-Star eligibility to honest rankings: only players ranked 1-3 at all matchdays can be eligible for their team's all-star spot. (Rules Book §XIII.)
From the Year 2 Rules Book (§XIV), read it in the book.
Players may not compromise club and league sponsor agreements or display competing logos without permission. Jerseys made prior to July 2025 are grandfathered in for this season and are allowed.
Players consent to the League using their name, image, likeness, voice, stats, and highlights in perpetuity without compensation. (Rules Book §XIV.)
Players assume all risks of injury, including severe injury, paralysis, or death. The League is not responsible for medical treatment or expenses. Unsafe conditions must be reported immediately; continuing to play assumes acceptance of risk. (Rules Book §XIV.)
No illegal drugs, PEDs, or underage alcohol use at events. Violations may result in ejection, suspension, or permanent removal. (Rules Book §XIV.)
Refunds follow the Terms you agreed to when you registered: a full refund within 7 days of registering, 50% through day 21, an 80% credit until a week before the event, and no refund or credit inside the final week. If weather or the venue cancels the event, you get back what you paid minus costs the League cannot recover. The Terms & Conditions are the controlling text. (Rules Book §XIV.)
From the Year 2 Rules Book (§XV), read it in the book.
Residency violations: playing for a club outside your boundary without exemption, or using false or misleading documents to prove residency.
Division misplacement: contracted players competing in Challenger; uncontracted players competing in PRO (Men's) when contracts are required.
Misrepresentation: false claims of residency or eligibility, or providing incorrect registration information.
Substance and conduct violations, PEDs, illegal drugs, underage alcohol use, or conduct that damages League integrity, can also make a player or squad ineligible for competition, prizes, or status.
Collusion and match-fixing, any agreement between clubs or squads to alter results, forfeit strategically, or manipulate seeding, is prohibited. Verified collusion results in removal from prizes and possible suspension from the League. (Rules Book §XV.)
Yes. Players removed due to injury who do not compete in at least 3 rounds of their squad's final match may lose playoff eligibility and sponsorship. (Rules Book §XV.)
Yes. Wearing unapproved apparel in the league can lead to ineligibility for prizes or playoff participation, jerseys must be worn at all times during league play. (Rules Book §XV.)
From the Year 2 Rules Book (§18), read it in the book.
The league is built around every club maintaining a top 7 (Pro Squad): a club cannot compete in the Minor Division in the league or at the Playoffs without a Pro team (P1/P2) participating, unless their highest club is a M1 club already.
Very few exceptions are made. Any exception must receive prior approval from the Board of Directors, and requests must be submitted in writing at least seven (7) days prior to the event in question. (Rules Book §18.4.)
If squads remain tied after the standard seeding criteria: first, Player Performance Rankings, the fewest losses by a squad's #1 player in conference play, continuing in order (#2 through #7) until the tie is broken. If a tie still remains, the Tournament Director rules on a fair resolution.
Seeding criteria may vary slightly by conference. (Rules Book, Post-Conference Play Seeding.)
Email the league office at playoffs@proroundnet.com, follow @proroundnet on Instagram, and watch the Live page for scores, schedules and stats as they're posted.