Rules

MPL-PH Official Rules Season 10

 

  1. Introduction

    • The Official Rules, including any modifications, updates, amendments, adjustments
      and/or supplements thereto (“Modifications”), have been adopted by the
      MPL (as defined in the Team Participation Agreement) in order to codify the
      rules and standards of conduct that will apply as a condition to participation in the
      “Mobile Legends: Bang Bang Professional League” (“MPL”, or the “League”),
      including in all pre-season, regular-season, and post-season games, matches and
      tournaments and all other MPL-organized exhibition matches, promotional
      events, marketing events, streaming sessions, sponsor events, photo shoots, press
      conferences and interviews, charitable events, webcasts and chats, media events,
      opening and closing ceremonies, awards ceremonies and other calendar items in
      the League Schedule (“League Events”). The Official Rules have been designed by
      the MPL to ensure fair play in the League, to preserve the integrity of all League
      Events, to protect the image and reputation of the League and to create a
      consistent and high-quality experience for members of the public that attend
      League Events.
    • Applicability
      1. Effectivity of Rules
        The Official Rules govern the conduct of the players, including without limitation to players (each, a “Player”), Head Coach (as defined below), General Manager (as defined below) and other employees, staff and contractors (“Team Members”) of each team that has been admitted to play in the League (“Team”). In addition to Team Members, the Official Rules also govern the conduct of all direct and indirect owners of entities that own Teams admitted to play in the League (each, an “Owner”). By following the Official Rules, Team Members and Owners will help to promote long-term fan interest and loyalty, which benefits all participants in the League.
    • The rules in this document will remain effective until a new version of the rules are made. 
      1. Acceptance and Agreement
        Each Team Member must, as a condition of participation as a Team Member of a Team in the League, agree to comply at all times with the Official Rules. The League reserves the right to require each Team Member of a Team to complete and sign a Team Member certificate and acceptance form in a form to be provided by the League. Each Owner must, as a condition of their ownership of a Team, agree to comply at all times with the Official Rules. The documents and files pointed out by the operating committee are also part of the official rules, which all the  participating teams also need to follow.
    • Modifications
      The field and industry of professional esports competitions are changing rapidly,
      and the Official Rules will have to evolve in real-time to keep pace with those
      changes. Accordingly, in its sole discretion, the MPL (a) may update, amend or
      supplement the Official Rules from time to time; and (b) may interpret or apply the
      Official Rules by releasing bulletins, notices, explanatory videos, online postings,
      e-mail and/or other electronic communications that provide instructions and
      guidance to Owners and Team Members.
  2. Structure, Schedule, and Prize

    1. Definition of Terms

      1. Game. An instance of competition on the map designated by MPL that is played until a winner is determined by one of the following methods, whichever occurs first: (a) completion of the final objective (destruction of a base), (b) Team Surrender, (c) Team Disqualification, or (d) MPL Operating Committee deems a team has won.

      2. Match. A set of Games that is played until one Team wins a majority of the total Games (e.g., winning two Games out of three ("BO3"); winning three Games out of five ("BO5")). The winning Team will either receive a win tally in a league format or advance to the next round in a tournament format.

      3. Split (a.k.a. Season). There will be [2] splits (i.e. seasons) every year. Each split will consist of two phases:

        1. Regular Season;

        2. Playoffs, played after Regular Season.

    2. Schedule

      • The schedule for the MPL-PH S10 is detailed in the document presented to the players and is located here.

      • Please visit the MPL official website to view the complete date and schedule.

    3. Game Win

      1. Regular Season

        • There are 8 teams in total for the regular season.

        • Each team will play TWO BO3s with the other seven teams.

        • The ranking of the competition will be determined by points.

          1. Winning the BO3 game by 2:0 grants 3 points;

          2. Winning the BO3 game by 2:1 grants 2 points;

          3. Losing the BO3 game by 1:2 grants 1 point;

          4. Losing the BO3 game by 0:2 grants 0 points.

        • Regular Season Tiebreaker Rules

          • In the event that teams tie in the regular season standings by way of their overall points ranking, ties will be broken using the following rules. These rules will be used in the order presented in this document:

            1. Head-to-head Record

              • Tied teams will have their match records pit against one another to determine the tiebreaker mechanics.

              • The team with the most points earned against each tied team will emerge as the victor of the tiebreaker.

              • Example 1:

                • (First Half) Team 1 vs Team 2 - The winner of the matchup is Team 2 (2-0)

                • (Second Half) Team 1 vs Team 2 -  The winner of the matchup is Team 2 (2-1)

                • Team 2 will break the tie as they earned 4 points against Team 1 which only earned 1 point

              • Example 2:

                • (First Half) Team 3 vs Team 4 - The winner of the matchup is Team 3 (2-0)

                • (Second Half) Team 3 vs Team 4 -  The winner of the matchup is Team 4 (2-1)

                • Team 3 will break the tie as they earned 4 points against Team 4 which only earned 2 points

            2. Season Match Win/Loss Ratio

              • If the tiebreaker cannot be decided with the teams' head-to-head records, teams will be ranked accordingly to their Season Match Win/Loss Ratio.

              • Tied teams will simply be re-ranked according to which team has the most match wins/higher match win percentage in the overall season.

              • Example:

                Team Match Ratio Match W/L Points
                Team 7 42.85% 6-8 19
                Team 8 57.14% 8-6 19

                Team 8 will break the tie.

            3. Season Game Win/Loss Rate and Least Amount of Total Games

              • If teams are still tied after the Season Match Win/Loss Ratio metric, they will then move on to the Game Win/Loss Ratio.

              • Tied teams will simply be re-ranked according to which team has the higher game win rate.

              • The equation used is as follows:

                • Number of game wins/total games played

                • Full Sweeps (2-0) will count as 3 games won, parallel to the 3 point award mechanic of the MPL points system.

                • Logically, it follows that the team that has played fewer games will also be the team with the higher game win rate.

              • Example:

                  Match 1/8 Match 2/9 Match 3/10 Match 4/11 Match 5/12 Match 6/13 Match 7/14
                Team 5 Games Record

                2-1

                (Won match against Team 6)

                0-2

                2-1

                1-2

                2-1

                0-2

                2-1

                 

                0-2

                2-1

                0-2

                2-1

                0-2

                2-1

                0-2

                 

                 

                Match 1/8

                Match 2/9

                Match 3/10

                Match 4/11

                Match 5/12

                Match 6/13

                Match 7/14

                Team 6 Games Record

                2-1

                (Won match against Team 5)

                2-1

                0-2

                0-2

                2-1

                0-2

                2-0

                 

                0-2

                0-2

                2-1

                2-1

                0-2

                2-1

                0-2

                 

                Team

                Game Win Rate

                Total Games Won

                Total Games Played

                Match Ratio

                Match W/L

                Points

                Team 5

                44.44%

                16

                36

                50%

                7-7

                15

                Team 6

                47.05%

                15 + 1 = 16

                34

                50%

                7-7

                15

                Team 6 will break the tie due to their higher game win rate and least amount of games played to achieve the same 15 points as Team 5.

          • Tiebreaker Matches

            1. If the tiebreaker still cannot be determined, tied teams will move onto a Bo1 match with each other. The winner of this match will decidedly break the tie

            2. 3-Way Tiebreaker Match Mechanics

              • 2 out of the 3 tied teams will have to engage in a Bo1 match while the 3rd team will receive a bye, waiting to challenge the winner of the match

              • Teams will be seeded according to their average game-win percentage against the other teams eligible for the playoffs outside their tiebreaker (including teams that finished the regular season tied for a playoff position)

                • The team with the highest game-win percentage average will be the team to receive the bye

                • The game-win percentage average will be calculated in the same way the Season Game Win/Loss tiebreaker is computed, but only against the teams outside of their tiebreaker that are eligible for a playoff position.

                  • Should teams still be tied after this distinction, then the seeds for the 3-way tiebreaker will be randomly selected.

                • The loser of the first match will be seeded as the lowest rank among the three.

              • The winner of the match will then challenge the 3rd team to another Bo1 match

                • The winner of this final match will be seeded as the highest-ranked team and the loser will be ranked below them

            3. 4-Way Tiebreaker Match Mechanics

              • Tied teams will be placed in a single elimination bracket

                • The placement will be completely randomized

              • Each match will be a Bo1 until a team emerges victorious. This will be a total of 3 matches

              • Teams will then be ranked based on their final placement after the single elimination bracket has been completed

              • If the highest rank to be determined in a tiebreaker is an odd number (3 and 5), no additional match will be required to determine their specific seeding for the Playoffs because it has no bearing with the format

                • Ties for Rank 1 are not included here. A specific exception will be made for any ties with 3rd place as it has a very significant advantage in the Playoffs format. A Bo1 will be required in this situation.

              • However, highest rank to be determined in a tiebreaker is an even number (2 and 4), an additional Bo1 match will be held to finalize their placements for the Playoffs

              • Example:

                1. REQUIRES NO EXTRA BO1

                  • Tiebreakers between 4 teams are to determine the specific ranks of 3, 4, 5, and 6.

                  • The winner of the single elimination bracket will be ranked as Rank 3 and the team they beat will be rank

                  • The two teams that were initially beaten in the first round of the single elimination bracket will now be tied for 5th place. There is no bearing in the Playoffs format for these rankings. No extra Bo1 will be required.

                2. REQUIRES EXTRA BO1

                  • Tiebreakers between 4 teams are to determine the specific ranks of 4, 5, 6, and 7.

                  • The winner of the single elimination bracket will be ranked as Rank 4 and the team they beat will be rank 5.

                  • However, the 2 teams that were initially beaten in the first round of the single elimination bracket will still be tied for 6th place. This will require a Bo1 to determine who will make the cutoff for the Playoffs.

      2. Playoffs

        • The top six teams in the Regular Season point rankings will enter into the Playoffs. Teams that have qualified from the Regular Season will compete against each other in a fixed order. The Playoffs competition order is set out below and the MPL Operating Committee will notify teams of any adjustments made to this order ahead of time.

          1. The 1st ranked team will decide the placement of 3rd and 4th ranked teams. They will be placed on either Match 1 or Match 2.

          2. The 3rd ranked team will decide the placement of 5th and 6th ranked teams. They will be placed on either Match 1 or Match 2.

    4. Prize

      1. Regular Season Prize. 

        1. During the Regular Season, every Team shall receive a reward of $170.00 for each match they play (Match Allowance). Also, teams shall have the opportunity to earn prize money based on their performance in each BO3 Match. The total prize for each BO3 Match is $900.00 based on the following formula:
                1. if a team wins the Match by 2-0, the winning team shall get $900.00 while the loser get $0.00;
                2. if a team wins the Match by 2-1, the winning team shall get $600.00, and the losing team shall get $300.00.

        2. Best Regular-season Lineup 
          During the Regular Season, the MPL Operating Committee will select the top 5 players in each position and award each player a $500.00 bonus.

        3. Best Caster/Analyst (EN)
          At the end of the season, the MPL Operating Committee will select the best English language caster/analyst and award a $500.00 bonus.

        4. Best Caster/Analyst (PH)
          At the end of the season, the MPL Operating Committee will select the best Filipino language caster/analyst and award a $500.00 bonus.

        5. Playoffs Prize. 
          During the Playoffs at the end of the Split, teams shall have the opportunity to earn prize money based on their performance as outlined below.
           

          Position:

          Prize:

          Champion

          $ 35,000.00 USD/ team

          2nd Place

          $ 20,000.00 USD/ team

          3rd Place

          $ 10,000.00 USD/ team

          4th Place

          $ 5,000.00 USD/ team

          5-6th Place

          $ 2,500.00 USD/ team

           

        6. Regular Season Most Valuable Player(MVP)
          The SMVP will be rated by the MPL Operating Committee and awarded a $1,000.00 bonus.

        7. Grand Finals Most Valuable Player(FMVP)
          The FMVP will be rated by the MPL Operating Committee and awarded a $1,000.00 bonus.

        8. Rookie of the Season
          The Rookie of the season will be rated by the MPL Operating Committee and awarded a $500.00 bonus.

        9. Taxes 
          Each Team shall respectively be responsible for its own applicable taxes and commission charges that may be imposed with respect to the receipt of any reward or prizes.

        10. Payment
          The prizes for Regular Season or Playoffs shall be paid to the teams respectively within one month after the closure of Regular Season or Playoffs and the designated receiving accounts are provided by the teams (whichever is later).

  3. Team Member Eligibility

    1. General Rules
      1. Formation. 
        1. Each Team is required to maintain the following during the entirety of the MPL Season:
          1. One (1) General Manager, 
          2. One (1) Head Coach, 
          3. Five (5) Players for their starting lineup ("Starters") 
          4. At least one (1) and a maximum of five (5) substitute Players ("Substitute")
        2. The minimum requirement for each team to legitimately function in the MPL is to maintain at least five (5) starter players and one (1) substitute, along with a manager and coach. Failure to maintain this minimum standard shall subject the team to applicable penalties.
      2. Contract Requirements.
        1. Signing.
          1. The Team shall enter into a legal and effective written contract respectively with every player and head coach on the Team’s Active Roster;
        2. Eligibility Form.
          1. The Team shall collect and submit the Eligibility Form as provided by the MPL that is duly signed by every player, head coach, and manager to MPL Operating Committee;
        3. Review and Approval.
          1. Any agreement required to be submitted by a team under this clause shall be reviewed and approved by the MPL.
        4. No MPL Employees or Relevant Personnel.
          1. Team Members shall not be employees of SHANGHAI MOONTON TECHNOLOGY CO., LTD or any of its affiliates, agencies, or other contractors at the start of or at any point during the MPL. “Affiliate” is defined as any person or other entity which owns or controls, is under the ownership or control of, or is under common ownership or control of another party. “Control” shall mean the power, through any means, to determine the policies or management of an entity, whether through the power to elect, appoint or approve, directly or indirectly, the directors, officers, managers, or trustees of such an entity or otherwise.
        5. Safety Protocols
          1. As safety protocols for the current pandemic, all members of the team roster must be fully vaccinated against COVID 19. Each individual is required to have at least 2 vaccination doses.
          2. Teams are required to submit proof of these vaccinations in one of the following methods:
            1. VaxCertPH
            2. Physical Vaccination Cards
          3. An individual that is currently unvaccinated may still be signed to the team provided that they complete their doses before the start of the season. Any unvaccinated individual will not be permitted to enter the season's venue and, thus, miss whatever matches they were supposed to participate in.
          4. Other individuals, like team staff for social media, content, etc., are also required to submit proofs of vaccination. The same rules apply.
    2. Player Eligibility
      1. Player Age.
        1. No Player shall be considered eligible to participate in any MPL competitions before having lived 14 full years. This shall not prevent the Teams from signing Free Agents who have not lived 14 full years, granted that they may not participate in an MPL competition until they have lived 14 full years. Players must pass the age of 14, otherwise, they will be considered as 13 years old and be banned from participating in MPL. The player's age will be counted according to the exact birthdate and not their birth year. The Team should submit the original copy of the players’ ID card or passport issued by any official government-released ID to testify the players have reached the age limit for participating in the competition. Any other certifications are invalid. Players without an ID or passport will be asked to provide other legal documents.
      2. Regional Residency Requirement.
        1. Team Formation. 
          1. At least three (3) out of the five Players on the Starting Line-up of a Team are required to be Citizens of the countries or regions where the MPL competitions are held (e.g., Philippines). A Team may not have more than 3 non-citizen Players who are living in the country or region during the whole season. No more than 2 non-citizen Players may be listed in the starting lineup of the Team.
          2. Citizenship.
            A Player is considered a “Citizen” if the Player is a lawful permanent resident in the region or country or a holder of ID cards of the region or country upon the legal status in that region or country.
          3. Single Residency Status.
            A Player may only be a Citizen of a single region at any point in time. 
      3. Work Eligibility. 
        1. Each Player must submit the following documents as proof of identity when participating in any MPL competitions:
        2. Legal proof of the right to reside in the country or region where the MPL competition is held (e.g., Philippines) in accordance with local laws;
        3. Permission to work in the country or region of the competition (e.g., Philippines). The Players who are not citizens of the country or region where the MPL competition is held require a work visa (specific details are determined by local laws).
      4. Player Eligibility Agreement. 
        1. All registered MPL-PH S10 players, coaches, and managers must sign Player Eligibility Agreement with the MPL Operating Committee within two weeks after the end of the Transfer Window Period. Any delay caused by the team or player will result in a penalty for the team or player.
    3. Head Coach
      1. Each Team is required to have a head coach who will be considered the official coach of the Team (“Head Coach”). If a team designates a Head Coach, they must undergo registration and approval from the MPL Operating Committee before being published on the official MPL website.
      2. Registration and Approval. 
        1. The designation of Head Coach by the Team shall go through the registration and approval formalities with the MPL Operating Committee before being published on the official website of MPL. Any publishing of such designation by any Team or Team Member before being approved by the MPL Operating Committee is prohibited and will be subject to penalties.
      3. Single Capacity. 
        1. The Head Coach can only represent one Team in one region and cannot be affiliated with more than one Team in any capacity in one MPL season (including but not limited to not being the Starter, Substitute, or General Manager for any Team).
      4. Presence. 
        1. The Head Coach is allowed to be on-site for every Game that their Team participates in.
      5. Change. 
        1. Changes to Head Coaches must be submitted to the MPL Operating Committee for approval during the Transfer Window Period before the changes can be carried out.
        2. In case of emergency, (please refer to Emergency in Substitution for more information), the head coach could be temporarily registered as a substitute player.
    4. Coaching Staff
      1. Each team is allowed up to three coaching staff personnel. If a team designates any number of coaching staff personnel, they must undergo registration and approval from the MPL Operating Committee before being published on the official MPL website.
      2. Registration and Approval. 
        1. The designation of a coaching staff by the Team shall go through the registration and approval formalities with the MPL Operating Committee before being published on the official website of MPL. Any publishing of such designation by any Team or Team Member before being approved by the MPL Operating Committee is prohibited and will be subject to penalties.
      3. Single Capacity. 
        1. Coaching staff can only represent one Team in one region and cannot be affiliated with more than one Team in any capacity in one MPL season (including but not limited to not being the Starter, Substitute or General Manager for any Team).
      4. Presence. 
        1. Coaching staff are allowed to be on-site for every game that their team participates in. One coaching staff is allowed to accompany the Head Coach during drafting. 
      5. Substitution. 
        1. A member of the coaching staff can act as a substitute for the Head Coach. 
      6. Change. 
        1. Changes to Head Coaches must be submitted to the MPL Operating Committee for approval during the Transfer Window Period before the changes can be carried out.
    5. Players’ Contract Requirements
      1. All Players on a Team’s Active Roster must have a written contract with the Team they are playing for (“Player Services Agreement”).
        1. The term of any Play Service Agreement shall be minimally one (1) season and contract end dates must end either in June or December.
          1. This rule is to ensure that players naturally ending their contracts will be able to become free agents during the transfer window.
          2. Season. The definition of a season is from Jan 1st to June 30th and July 1st to December 31st for each calendar year.
      2. Minimum Salary. 
        1. Each team must pay its players and coaches the minimum monthly salary required by Philippine Law in accordance with the terms of the applicable Player Services Agreement. The team shall be responsible for paying any insurance or other welfare costs required by the local laws for its players and coaches
      3. Maximum Salary. 
        1. The aggregate maximum monthly salary for all Team Members in the Active Roster shall not exceed 900,000 PHP. 
      4. Insurance and Welfare. 
        1. The team shall be responsible for paying any insurance or other welfare costs required by the local laws for its players.  
    6. General Manager
      1. Each Team is required to maintain, at all times, one designated Team staff member (the “General Manager”), who is responsible for administering Team commitments associated with weekly League activities including, but not limited to, content requests, Game schedule, on-site studio coordination, and weekly update calls. This same person is responsible for traveling with the team to all events, domestic or international, to uphold these aforementioned duties.
  4. Team Names, Team Logos and Player Names

    1. Team Names and Team Logos.
      1. Teams are not allowed to have the same or similar names and Team logos cannot be similar-looking and must be unique in design. Moreover, Team names and logos must only contain English characters, numbers, single space between words only, plus sign (+), minus sign (-), underline (_) and single quotes (‘’).
      2. When applying with the MPL Operating Committee for the use of any Team names, the Team shall also provide a short name of the contemplated Team name, length is 2-4 characters, which must only contain English characters, numbers, plus sign (+), minus sign (-), underline (_) and single quotes (‘’). Unless otherwise specified by the Team, the MPL Operating Committee is entitled to use, at its own discretion, the full Team name and/or the short Team name on any occasion.
      3. The verification of the images or the names of sponsors are allowed to be shown in Team Logos and Team Names but they cannot be the same as the trademark and the name of the sponsors. Team Logos and Team names cannot use any logo with which exists any copyright issues.or any logo with which exists any copyright issues.
      4. The MPL Operating Committee reserve the final right to approve Team names and logos.
      5. Any applications regarding changes to Team names or logos must be submitted to the MPL Operating Committee at least 10 days in advance, the new name or logo can only be used after obtaining approval. Teams can only apply to change their name during the Transfer Window Period and can only apply to change their Name once within each Transfer Window Period. 
    2. Player Names.
      1. Player names must only contain English characters, numbers or single space between words only. The length should be 4 to 12 characters. Player Names cannot contain a sponsor's name.
      2. In case of duplicated names, the player should change the name after consulting the authority.
      3. Players and Coaches In-Game Nickname must be unique. There cannot be any repetition of In-Game Nickname within the Philippines' official esports ecosystem. Newly registered MPL Philippines Players and coaches cannot register In-Game Nicknames that are the same or similar to previously registered In-Game Nickname.
    3. Common Restrictions.
      1. No additional special characters will be allowed for Team names, Logos or Player Names (including underscores, slashes, etc.). Team Names, Logos and Player Names may not contain: vulgarities or obscenities; names related to the hero characters in the Mobile Legends: Bang Bang or other similar characters; or other contents that may create confusion.
    4. Sponsors.
      1. An MPL team has the ability to acquire sponsors. Sponsor names and related information are only allowed to be displayed on team uniforms during a match. If sponsors belong to the following list of restricted sponsor types then the sponsor's company name cannot be displayed during Mobile Legends: Bang Bang games, any documents related to Mobile Legends: Bang Bang, MPL or any game, competition, league or tournament related to the MPL. The MPL Operating Committee have the ability to update the category list at any time. The following is a nonexclusive list of limited sponsors:
        1. Prohibited Sponsorship.
          Any Team/ Team Member, may not acquire sponsorships in the below-listed categories:
          1. casino or gambling websites;
          2. websites displaying or related to pornographic imagery or products;
          3. firearms, handguns, or ammunition providers;
          4. alcoholic beverages or food;
          5. prohibited drugs;
          6. tobacco or cigarettes, including e-cigarette and vaping products;
          7. account sharing/skin selling websites
          8. Other products or services that the MPL determines are detrimental to the MPL or in a competitive relationship with Mobile Legends: Bang Bang mobile game.
        2. Sponsorship Approval.
          A team or player must provide the following information to the MPL Operating Committee for permission before being sponsored.
          1. The sponsor’s information, such as its name, logo, sponsor category, etc.;
          2. The Team/ Team Member’s way, manner, or pattern to advertise the sponsor (for instance, if the sponsor requires the display of the sponsor’s logo on the Team Members’ T-shirts in the MPL, the design of such T-shirt needs to be provided in the request.).
    5. Review
      1. Approval. 
        1. All Team Names, Logos, Player names, and Sponsors must be approved by the MPL operating committee in advance for use in tournaments.
      2. Changes. 
        1. Changes to the Team Names, Logos, and Player Names are not allowed except under certain extenuating circumstances and must be approved by the MPL Operating Committee prior to use in an MPL Game. Any cosmetic change must be made before the designated date. The MPL Operating Committee has the right to deny a team name if it does not reflect the professional standards sought by the MPL. The MPL officially reserves the final right to approve names and logos.
  5. Team Ownership and Roster Rules

    1. Ownership Restrictions
      1. No Team Owner or Team Manager or Affiliate of an Owner may own or control, directly or indirectly, or have a direct (e.g., ownership) or indirect (e.g., a contractual arrangement) financial interest, or be an employee or contractor of, more than one Mobile Legends: Bang Bangs team in MPL. Any buy-back provision, right of first purchase, or similar interest in a team shall be treated as a controlling interest in such team for the purposes of enforcing ownership restrictions.
      2. The definition of a "Club Sole Owner" is as follows:
        1. "Club Sole Owners".
          1. Company Name: MPL teams must belong to an independent company entity, multiple teams cannot be managed by a single company.
          2. Team names and logos: All MPL team names and logos must be unique, names cannot be shared, and there cannot be any team names or logos which are subordinate to another team.
          3. Legal Persons/Shareholders: Each MPL team must have its own individual legal persons/shareholders, multiple teams are not allowed to have the same legal persons/shareholders belonging to them.
          4. Coaches/Leaders: Each MPL team can have its own independent coaches/leaders (only in the service of that team), coaches/leaders are not allowed to be members of more than one team.
          5. Team Base: Each MPL Team must have its own individual "Team Base", a Team Base cannot be used by multiple teams.
          6. Transfer Rules: Every MPL team must adhere to the MPL official transfer system, teams are not allowed to privately allocate or transfer players within their own team. 
        2. Any other team members that participate in the league through any capacity are not allowed to purchase or attempt to possess/control any other MPL team through any other means before the end of the final MPL in which they are participating in.
        3. The League shall have the right to make final and binding determinations regarding Team ownership, issues relating to the multiple team restriction and other relationships that may otherwise have an adverse impact on the competitive integrity of the MPL. Any person that petitions for ownership into the MPL can be denied admission if they are found to have not acted with the professionalism sought by the MPL. Someone seeking admission into the MPL must meet the highest standards of character and integrity. Candidates who have violated this rule set or attempted to act against the spirit of these rules, even if not formally contracted to the rule set, can be denied admission into the MPL.
      3. Sponsorship and Naming Rights
        1. Changes in Ownership and Sponsors with naming rights may only occur during the designated transfer window by MPL.
        2. Sale of Sponsorships and Related Issues.
          1. Any Team Manager or owner may only sell or manage sponsorships or brand elements for the team with which he or she is affiliated. The Team Owner may not provide any ownership interests in the Team Owner or team or any brand elements thereof to any third party person or entity who engages in the business of selling or managing MPL esports teams.
    2. Active Roster
      1. Formation. 
        1. Starters and Substitutes form the "Active Roster". No individual may simultaneously hold two or more of the roles listed above.
      2. Single Team Exclusivity. 
        1. A Player/Head Coach is only allowed to compete for the one Team that they have an agreement with. A Player/Head Coach will not be allowed to compete for more than one Team simultaneously and therefore cannot be listed on the Active Roster of more than one Team.
      3. Disclosure. 
        1. The Active Roster will be displayed on the official website of MPL and be updated upon proper filing of documentation. Once a conclusion of the Player Services Agreement is confirmed, the updated Active Roster will be placed on the website. The Active Roster of the Teams on that website will be considered the most up-to-date information that could be applied within a reasonable time. 
      4. Player Contract Verification.
        1. All official players of a team and other members in service of a team must have a written contract, teams which are formed from a group of individuals must submit a group registration form to the MPL Operating Committee. An MPL Player is only allowed to compete for the one Team the Player has a contract with. A Player will not be allowed to compete for more than one Organization simultaneously and cannot be listed on the Roster of more than one Team. To verify that these Players are officially under contract, each Team must submit the Summary Sheet from the Player Agreement ("Summary Sheet") for each Player they wish to designate as under contract, including starters and substitutes. Changes to the Roster may occur as described in Section 6 below.
      5. Player Designation Changes.
        1. Managers and Head Coaches can promote or "develop" substitute players who can be substituted as one of the Active Roster's starters, or vice versa, starters can be demoted to substitutes. 
    3. Submission of GameDay Roster and Substitutions
      1. Designation of Default Starting Roster.
        1. At a time designated by the MPL Operating Committee, before the start of each split, each Team must submit their default starting roster to the MPL Operating Committee, including five members of the Starters and one to five members of the substitutes. This will be considered as the initial designation of each team for every game that the MPL League Operations will be defaulting to for each game day and match.
        2. Teams may request to modify these default starting lineups but must be made in advance of any proposed effective date of any such change and this request must be made to the MPL League Operations.
      2. First Game. 
        1. By default, League Operations will always assume the initial starting five of each team will be the ones to play and participate in their first game of the day.
        2. To modify the starting lineup, a team must submit their changes officially to League Operations no later than 1 day prior to the start of the broadcast and/or webcast.
          1. During the regular season, the deadline for this submission will be 1 day prior and no later than 18:00 (GMT+8).
          2. Should a team have a match the next day and should their present-day match end late past 18:00, the deadline for lineup modifications will be moved, at the very least, to 23:59 of the same day or, at the very most, the next day at 10:00. League Operations reserves the right as to which deadline would be more appropriate for each individual situation.
          3. For the playoffs, other than each team's first match of the day, teams are allowed to modify their roster at least 30 minutes prior to the start of the next match on the same day. However, should it be less than 30 minutes left before the next match starts, no more changes will be allowed and a team will default to their starting five.
          4. The seating arrangement on stage will also follow the very same abovementioned procedures.
          5. Should any team fail to submit a request to modify their lineup for their first game, they will no longer be allowed to modify their lineup and will be forced to play on their default starting lineup and seating arrangement.
          6. Each team lineup will be revealed to each team only two (2) hours before the start of their match on game day.
        3. Teams are expected to relay any and all information to tournament officials should one of their players experience any form of illness, injury, or affliction as soon and as early as possible before the start of their next official match.
          1. At this point, tournament officials will confirm with the team if the member in question is capable of proceeding with their match. If answered in the negative and if the member is part of the submitted starting lineup for their match, they must be able to submit proof by way of a doctor's note, pictures of the illness, injury, or affliction (if physically visible), and the steps to be taken to help said member. At any point, the MPL Operating Committee may choose to waive these requirements should the situation speak for itself and time is of the essence.
          2. The team will then be allowed to substitute the member in question beyond the lineup submission deadline and within a reasonable timeframe to be indicated by tournament officials. This change in lineup will be immediately communicated to the opposing team with a full explanation of the situation.
      3. Substitutions during Match. 
        1. A Team may substitute Players between Games of a Match. The Team must notify an MPL referee and have the substitute approved no later than eight minutes after the end of a game. For example, if a Team wishes to substitute a Player in for Game 2, then the General Manager must notify and seek approval from an MPL referee no later than eight minutes following Game 1.
        2. The "end of a game" is defined as both teams reaching the post-game results screen and after being given the signal from referees that both teams may leave the stage. Once this scenario occurs, the eight-minute timer shall be started by a referee.
      4. Emergency. 
        1. In the event of an emergency, a Team will be given certain time to find an immediate Substitute upon approval of the MPL Operating Committee. In cases where a team is unable to find a substitute player within 2 hours of the competition commencement, the Team will forfeit. The MPL Operating Committee will determine if an event qualifies as an emergency. A substitute player may be the head coach or any eligible free agent that is not connected to any official MPL team in any capacity. Should the substitute player chosen be a free agent, they must also satisfy the requirements stipulated in Player Eligibility of Team Member Eligibility.
        2. This provision will only ever be used should a team have no eligible substitutes due to causes beyond their control and should there be no other recourse available.
    4. Third Party Tournaments
      In order to unify the uniqueness and value of the MPL-PH, policies are imposed on teams who want to join third-party MLBB tournaments:
      1. MPL-PH teams can only apply to join tournaments that have been granted the MPL's approval. Tournaments can apply for third-party tournament approval through this link: https://play.mobilelegends.com/thirdpartytournament/home
      2. If a team wants to attend the third-party tournament which is approved by the MPL, the team needs to send an official application for it to the MPL Operating Committee  at least 1 week before the tournament. MPL-PH will still be the priority for teams if any conflict arises between MPL-PH and third-party tournaments.
      3. Teams are not allowed to attend the-third party tournaments without official approval.
      4. This policy is valid all the time. Even during season/split breaks. 
  6. Active Roster Change

    1. General Roster Change Rules
      Teams are authorized to use two methods to make changes to their Active Roster: (1) trading players with other Teams, and (2) signing (or releasing) free agents. All changes to Active Roster shall be approved by the MPL Operating Committee before they will be considered effective. 
      1. No Effect on Contractual Obligations. 
        1. Each Team shall be responsible for making any and all payments to its Players which are required by its Player Services Agreements. No voluntary change to the Active Roster shall relieve a Team of its contractual obligation to pay its Players the minimum salary as prescribed in the Official Rules.
      2. No Contract Violations. 
        1. Any change to the Active Roster which violates any provision of a Player Services Agreement shall be ineffective, and the General Manager of any Team that is seeking a Player trade shall have the responsibility to ensure that all proper approvals are sought and procured before the change would be considered to take effect.
      3. Notification of Termination. 
        1. Teams are not allowed to unilaterally terminate Player Service Agreements arbitrarily. If the Team has proper reasons to terminate the Player Services Agreement, it shall notify the MPL official at least two weeks before the termination.
      4. Active Roster Requirement. 
        1. No change to the Active Roster shall relieve a Team of the requirement to maintain an Active Roster including five Starters and one Substitute during the Regular Season. After the Transfer Window Period, if a Team falls below one Substitute on its Active Roster, it will be subject to penalties, unless given permission to drop below the minimum at the discretion of the MPL official.
      5. Applicable Scope. 
        1. This Section is intended only to govern Active Roster changes voluntarily made by Teams and does not address mandatory Player substitutions which may be required by the MPL official as a result of the death or disability of a Player or the suspension or banning of a Player by the MPL official as a result of the violation of the Official Rules.
      6. Contract records. 
        1. All Player Services Agreements must be recorded with the MPL official. The MPL official will be unable to confirm validity of any Player Services Agreements that have not been recorded. If a Player Services Agreement has been recorded with the MPL official, Teams or Players can report the other party to the MPL official in the case of a violation thereof. The MPL official will penalize the defaulting parties in light of the seriousness of the violation.
    2. Player Trades
      A Team may trade Players held on its Active Roster with another Team, provided that the details of the trade, including copies of all written agreements, are submitted to the MPL Operating Committee for approval in written form. The trade between Teams must be completed before the end of the Transfer Window Period of a split through mail or written form. The MPL official will not approve any trades which exceed this period. Inter-Club player trade rules are as follows:
      1. Quantity. 
        1. There is no maximum total number of Players who may be traded per split.
      2. Frequency. 
        1. One Player can only be traded once during a Transfer Window Period and can only play for one Team during one split. Player rosters are determined according to the enrollment information.
      3. Trade Time. 
        1. Trade can start on the start date of the Transfer Window Period at the earliest, they cannot be carried out after the deadline of the Transfer Window Period. “Transfer Window Period” refers to the time window published by the MPL official, during which trades are allowed to be carried out by Teams. 
      4. Global Anti-Poaching and Anti-Interference Policies. 
        1. During the period when the Player has not completed its Player Services Agreements, Teams can only carry out transactions and negotiations through the Player's Team. Any private communication with Players regarding trades will be regarded as a violation of global anti-poaching and anti-interference policies. The MPL official reserves the right to carry out penalties to the appropriate extent in the event of the aforementioned situation. 
          1. A list of Free Agents and Players whose contract will expire during the current transfer window will be provided during each transfer window. 
          2. Players whose contract is about to expire during the current transfer window will still be treated as a player with a contract. Teams’ must still contact the management of the players on the list. 
      5. Regional Player Trading. 
        1. According to the requirements as provided in the Official Rules, Players can be traded across  regions.
      6. Transaction Requirements. 
        1. Only the transaction involving Players on Active Roster shall seek the approval of the MPL official.
      7. League Approval. 
        1. Trade requests must be submitted to the MPL official by the Teams in advance, in writing, and approved by the MPL official, in writing, before becoming effective. The trade request approval process consists of the MPL official confirming that the trades are occurring within the approved Transfer Window Period and must meet all qualifications and other rules.
      8. Request Form. 
        1. The request must be made using the Trade Approval Request Form as provided by the MPL official that must contain the following information:
          1. Names of all Teams involved;
          2. Names of all General Managers involved;
          3. Personal names and Player Names of all Players involved and their status as Starter/Substitute;
          4. Description of trade;
          5. The amount of any compensation being paid by one Team to another as a part of any consideration;
          6. Requested effective date of the trade;\
          7. General Manager’s Signature. The General Manager of each Team involved in a trade or a series of trades must sign the Trade Approval Request Form. Unsigned Trade Approval Request Forms will not be processed by the MPL official.
      9. Trading Relationship Restriction. 
        1. During the valid period of the Player Services Agreement, trades will only be limited to a trading relationship between the Teams. The Team which the Player belongs to reserves the right to refuse another to have trade negotiations with the Players themselves or a third party.
      10. Effective Date. 
        1. Upon the approval of the MPL official, the trade will instantly take effect unless the Trade Approval Request Form clearly appoints a later date to take effect from. However, under any circumstance, the effective date of any trade that is specified during a tournament period must not be later than the deadline of the Transfer Window Period of the tournament.
    3. Free Agent Signings
      The provisions on free agency in these Rules are designed to promote team continuity, prevent last-minute roster changes which damage team identity and cohesion, protect MPL tournament integrity, and enhance fan enjoyment of MPL tournament play. To that end, MPL has established limited periods of time or windows during which free agents can be signed. A Team may sign free agents as follows.
      1. Free Agent. 
        1. A Free Agent is any Player eligible to participate in the MPL competitions and either: (a) has not yet signed a valid written Player Services Agreement with a Team or (b) has been released from a Team or has had a contract expiry without a renewal. Merely being "in negotiations" with a Team does not change a Free Agent's status. Free Agents are free to sign with any Team, so long as they continue to meet all Player eligibility requirements.
      2. Free Agent Period. 
        1. Teams can sign a Free Agent at any given time.
      3. Active Roster Requirement. 
        1. Free Agent signings don't relieve a Team of the requirement to maintain an Active Roster, including but not limited to five Starters and one Substitute during the Regular Season.
      4. Approval. 
        1. Free Agent signing requests must be submitted by a Team in advance, in writing, and approved by the MPL official, in writing, before becoming effective. Free Agent signing procedures must comply with all other requirements and rules. The approval will include a behavior check that can include in-game and out-of-game behavior.
      5. Announcement. 
        1. The approval of the MPL official is required for Head Coaches as well as Players. Teams are restricted from announcing acquisitions of Head Coach or Players until the approval process is completed, and Players are restricted from announcing leaving the original Team and/or joining a new Team in the same way. This includes acquisitions of Players or Head Coaches being re-signed to the same Team.
    4. Player Retirement
      If Players are unable to fulfill their contractual obligations, they can negotiate with the Teams to terminate the Player Services Agreements or choose to retire from the Teams. Retired Players may only participate in the MPL competitions after the completion of two entire seasons (for instance, if a Player retired in the middle of Season 5, then the Player may only participate in Season 8 at the earliest or after the original contract has expired, whichever is longer.). If the player participates in other esports tournaments except MLBB tournaments, then that player may only participate in the MPL competitions after the completion of 4 entire seasons from his retirement from the other esports tournament . Retiring Players must carry out retirement procedures of which the types are divided into the following categories.
      1. Negotiated Retirement.
        1. Players negotiate and carry out the retirement procedure through their Team, together with the MPL official.
      2. Un-retirement. 
        1. If a player were to choose to come back to MPL before the expiration of their original contract, the player can only rejoin their original team and would need to fulfill the remainder of the contract from the day they originally retired.
      3. Unauthorized Retirement. 
        1. If a Player has not carried out the retirement procedure through its Team with the MPL official and just verbally declares retirement or leaves the Team without authorization, this will be regarded as unauthorized retirement and thus be subject to penalties. The Player Services Agreement of the Player will still be regarded as being in effect, and as such, the Player will be unable to sign with another Team. 
  7. Match Process

    1. Changes to Schedule
      1. The MPL official may, at its sole discretion, re-order the schedule of Matches within a given day and/or change the date of an MPL Match to a different date or otherwise modify the schedule of Matches. In the event that the MPL official modifies a Match schedule, it will notify all Teams at the earliest convenience.
    2. Match Preparation
      1. All members of a Team's roster that are slated to participate in a match must be ready to participate in time for MPL-PH League Operations' pre-match preparations, starting with the players' phone logins and ping test.
      2. "Ready," in context of this rule, is the indicative status that all participating players are in full attendance at the venue, wherever it may be, and are able to fully comply and commit with any and all instructions from the tournament staff.
      3. By default, pre-match preparations of the tournament staff will commence at least an hour before the start of a match. Teams will be considered late if they are unable to fully comply with the start of these preparations.
    3. Referees
      1. Referee Comportment 
        1. Referees must always conduct themselves in a professional manner no matter the situation and circumstance surrounding certain events during the MPL-PH Season 10.
          1. Referees are always expected to maintain good posture, able to move and act with decorum and authority.
          2. Referees are expected to speak in a friendly but stern manner so as to assert authority but maintain a positive environment for all individuals involved 
        2. Referees must always issue fair and unbiased rulings for each situation. They must always hear both parties of an issue equally and then ascertain the best course of action from there.
          1. Under no circumstances are referees allowed to:
            1. overtly show any bias, passion, or prejudice towards any player, team, team manager, head coach, owner, or other individuals within any organization in the MPL-PH Season 10.
            2. take into consideration what they may or may not know personally about the abovementioned individuals and use said information
        3. Referees must always observe the proper working uniforms as designated by the MPL when it is necessary to appear personally on stage or on camera in general.
    4. Player Appeals 
      1. Any appeal made to referees by players of a game must follow protocols relatively similar to the ones seen below:
        1. Appeals must be immediately communicated to the present MPL Operating Committee before arbitration can be commenced.
          1. Whether or not the MPL Operating Committee will be involved, they must always be apprised of current situations where referees will commence a necessary arbitration.
          2. At any point, should the MPL Operating Committee feel the need to intercede, referees must be ready to turnover all information and work closely with said MPL official to resolve the issue as quickly as possible.
      2. Referees are not allowed to consent to any demands made by the teams of their own accord.
      3. The MPL Operating Committee will judge appeals of erroneous judgments made by referees.
        1. If a referee is deemed to have made a mistake, the MPL Operating Committee will penalize them in accordance with the nature of the error.
      4. The MPL Operating Committee can assess any decision made during or after a game in order to confirm whether or not the correct procedure has been implemented.
        1. If the correct procedures have not been abided by, the MPL Operating Committee reserves the right to overrule the referee's decision.
        2. This may then lead to referee removals as seen in the section at the bottom of the document.
      5. The MPL Operating Committee maintain the right to make the final decision on all decisions throughout the duration of the season.
    5. Final Interpretation
      1. The MPL Operating Committee reserves the right for final interpretation of the Official Rules, protocols, and procedures used during the entire duration of the MPL season.
      2. Any and all unsettled matters that require the intercession of the MPL Operating Committee will rest on their personal and professional interpretation of the matter.
    6. Responsibilities 
      1. Referees designated by the MPL Operating Committee are responsible for making judgments on every Match-related issue, question, and situation which occurs before, during, and immediately following Matchplay. Their superintendence includes, but is not limited to:
        1. Completing the several MPL Referee Checklist based on the actual situation during the tournament.
        2. Liaise with players and their teams to ensure that the matches will occur on time and handle any issues that may impede this goal.
        3. Observing occurrences on stage or on live feed (if online) and keeping League Operations team apprised of changes in teams' situations.
        4. Being knowledgeable on in-game bugs and miscellaneous oddities that may occur during the course of the game, from draft to the end of a game.
        5. Ensure that every department working in the event, players, teams, coaches, and managers are informed about all changes at all times.
      2. Pre-match Procedure Baseline
        1. Referees will check the veracity of the submitted starting lineup for the first game along with the submitted seating arrangement.
        2. Referees will check the status of each phone and direct each participating player to complete both their in-game and phone settings.
        3. Once players have affirmed that their settings are correct and in working order, teams will be asked to begin an initial ping test whether on stage (if the first match of the day) or in their backstage waiting rooms (if subsequent matches in the day).
          1. Players must cooperate with referees in ensuring that the phones are using both the wifi and network boost and have enough top-up load to last them the entire match.
            1. This applies to both the tournament phone and their personal phone backup.
            2. Referees may guide players to turn Speed Mode on or off depending on the needs of the tournament at that time.
          2. After referees and players have confirmed the ping test is good, tournament phones may remain in possession of the team until it is time for their match (if possible) or may be taken by referees for further maintenance.
          3. Should the tournament phones remain in the possession of the players, they may not change any settings without the approval of a referee. This also applies to personal phones. Any pause during the game that may be caused by changing settings unbeknownst to the referees will be regarded as an unreasonable pause and the player and his team will be penalized accordingly.
          4. Team Punctuality and Tardiness:
            1. Referees must ensure that players and all associated individuals to the teams playing on the day will be prompt and punctual for each and every game. A baseline for this may be found below:
            2. Teams must arrive at the venue, complete with their submitted starting lineup, in time for the pre-match preparations listed above this enumeration. The pre-match procedures will typically occur one (1) hour before a team's slated match time unless moved due to a schedule change where the MPL Operating Committee will inform teams as soon as possible.
            3. Should any team and their starting lineup be incapable of complying with the pre-match procedure, they will be officially considered late. Penalties will then be applied to the team.
            4. Should a team's submitted starting lineup arrive at the venue within fifteen (15) minutes left before the start of their match, they will be considered late and a heavier penalty shall be imposed. They will also forfeit any in-game settings changes that are normally afforded to them in the pre-match procedure. They must play on the tournament phones as is.
            5. Should a team's submitted starting lineup fail to arrive at all when their match is slated to start on broadcast, they will lose the entirety of the match and their opponents will be awarded the best possible outcome for their victory. 
              1. A team must at least have five (5) present players in the venue in order to avoid this.
              2. Regardless if the 5 present are the ones slated to play the first game or not, they will be forced to play on time or else the team will forfeit the match entirely.
              3. A team will also be heavily penalized for missing their match.
            6. Late arrival caused by force majeure will be administered at the MPL official’s discretion. The following below are examples of force majeure that may be discreetly handled, but are not limited to:
              1. Onsite:
                1. Weather Issues
                2. Medical Emergencies
                3. Involvement in road accidents
              2. Online
                1. Internet Outages
                2. Weather Issues
                3. Medical Emergencies
                4. Other Technical Issues
            7. Forfeiture (Online)
              1. For online matches, teams that refuse to cooperate with the reasonable requests from referees to be ready to start the match will begin consuming their 15 minute consumable pause time for the game. Once this 15 minute timer begins, teams will have to ensure that they can cooperate properly to start the game. When the timer ends and the game has yet to start, the team refusing to be ready will forfeit the game.Teams will repeat this process for up to 2 games per match before forfeiting the match as a whole, regardless if it is a Bo3, Bo5, or Bo7. Prizing will not be awarded to teams that cause the forfeiture of games in this way.
      3. Match Procedure Baseline
        1. Once the players of both parties are ready and all equipment is working properly, coordinate with production and game observers on participant readiness and await the go-signal to start the match, and then start the match when necessary.
        2. During the ban/pick phase, the Head Coach can communicate with the Team and participate in the Team's ban/pick. Upon the end of the ban/pick phase, the Head Coach must leave the Match Area once instructed by referees and cannot communicate with their Team in any way.
        3. (Online) During the match, referees must always observe the team video feed and ensure that they have an open line to be able to hear players during the game. They must also have someone on the team, whether player or other representatives of the team, to be able to speak with immediately should it be required during the game. However, in under no circumstances may a referee disrupt the flow of the game should there be no true reason to do so. Any referee caught doing so may face the removal process found at the bottom of this document. Referees must always be ready to give warnings for any violations and report to the proper MPL official should it be necessary to dole out a penalty.
        4. (Onsite) During the Match, the Referees must observe and walk around the Match Area to check that all members are competing according to requirements, warn them of any violations to the Match rules, and, if they have given out multiple warnings to no effect, the Referee can inform the MPL official at the end of the Match, if deemed necessary, the concerned member will incur a penalty.
      4. Baseline Pause Procedure
        1. Onsite Pause Rules:
          1. There is no limit or maximum pause time for any team.
          2. If players wish to pause, at least one player must raise their hand to signify full commitment to the pause. Under no circumstances will a pause request be entertained in any other way. Additionally, only players are allowed to request a pause and no other staff member may do so.
          3. Once the game has been paused, the initiating player must tell a referee as to the reason. If the pause is unreasonable or if a referee reports no indication of any real issue in the game despite player claims, MPL League Operations reserves the right to penalize the player and/or team according to the severity of the disruption caused by the pause.
            1. The only acceptable reasons for a pause are as follows:
              1. Network issues
              2. Full disconnections
              3. Full or partial loss of hero control due to lag
              4. Heavy lag that causes input delays
                1. Lag must be truly felt by players and will be observed by referees to determine its legitimacy.
                2. The latency on the game interface simply increasing in number is not an accurate indication that there are actual lag issues occurring for a player.
                  1. Players are not allowed to pause due to an increase in ms up to 35ms. This is found to be more than sufficient to play at a professional level.
                  2. Players may pause under 35ms and be regarded as reasonable pause provided that they are vouched for by a present referee. Otherwise, this will be counted as an unreasonable pause and afflict a penalty on the player and/or team.
              5. Phone input delays or FPS drops
              6. Equipment issues
                1. Disconnection of the team communications system
                2. Disconnection of in-game sounds from player earphones or headset
              7. MLBB in-game bugs
                1. Emblem bugs (only at the start of the game)
                2. Spell bugs (only at the start of the game)
                3. Match desyncs
                4. In-game sound bugs
          4. (Onsite) Clash Pauses
            1. Teams will be capable of pausing during clashes with no limits.
              1. A clash pause is defined as a pause done during a clash. 
                1. A clash is defined as at least 4 players from opposing teams engaging with each other (3 from Team A and 1 from team B; 2 from each team.) 
            2. Due to the nature of a clash, reasons for a pause during this time will be scrutinized to a much higher degree. Only in cases of extreme lag and severe equipment issues will a clash pause reason ever be accepted. Any other reason will be regarded as an unreasonable pause and the team/individual in question will be harshly penalized. Should a referee find that the issues of lag or equipment are greatly exaggerated, the team/individual will be penalized all the same to the maximum penalty available.
        2. Online Pause Rules:
          1. Teams are only allowed three (3) pauses per game.
          2. Teams are limited to a total of five (5) minutes collectively for each pause per game.
          3. If players wish to pause, at least one member of the team must be able to speak on Discord to the referee in clear and concise language.
            1. Notably, they must say the phrase, "referee pause" to officially request for a pause.
            2. No other phrase will be acceptable and others will simply be ignored by the referees.
          4. Additionally, the player must also raise their hand and must be clearly visible in the team player feed. If only either the verbal or physical notifications for a pause request are done, the request will be ignored. Players must do both to signal the official pause request.
          5. Once the game has been paused, the initiating player must tell a referee as to the reason. If the pause is unreasonable or if a referee reports no indication of any real issue in the game despite player claims, MPL League Operations reserves the right to penalize the player and/or team according to the severity of the disruption caused by the pause.
            1. The only acceptable reasons for a pause are as follows:
              1. Network issues
                1. Full disconnections
                2. Full or partial loss of hero control due to lag
                3. Heavy lag that causes input delays
                  1. Lag must be truly felt by players and will be observed by referees to determine its legitimacy.
                  2. The latency on the game interface simply increasing in number is not an accurate indication that there are actual lag issues occurring for a player.
                    1. Players are not allowed to pause due to an increase in ms up to 35ms. This is found to be more than sufficient to play at a professional level.
                    2. Players may pause under 35ms and be regarded as reasonable pause provided that they are vouched for by a present referee. Otherwise, this will be counted as an unreasonable pause and afflict a penalty on the player and/or team.
              2. Phone input delays or FPS drops
              3. MLBB in-game bugs
                1. Emblem bugs (only at the start of the game)
                2. Spell bugs (only at the start of the game)
          6. Teams may donate their pause privileges to their opponent if they are inclined to. If a team runs out of pause privileges, the referee will ask the opposing team if they would like to donate their pause privileges.
          7. For emergency cases (like loss of electricity), teams will be given up to 15 minutes to adjust to their situation. This is in addition to their 5 minutes/game pause privilege.
            1. Should the team be unable to continue participating after this total of 20 minutes (should their pause consumable be unused), they will forfeit the game.
            2. Should they have a next game and they are not able to resolve their situation 10 minutes after the slated start of the game, they will also forfeit this game and grant complete victory to the opposing team .
          8. (Online) Clash Pauses
            1. Teams will each be given limited instances of clash pauses depending on the maximum number of games in a match. 
              1. Best-of-3 = 3 Clash Pauses
              2. Best-of-5 = 5 Clash Pauses
              3. Best-of-7 = 7 Clash Pauses
            2. A clash pause is defined as a pause done during a clash. 
              1. A clash is defined as at least 4 players from opposing teams engaging with each other (3 from Team A and 1 from team B; 2 from each team.) 
            3. Due to the nature of a clash, reasons for a pause during this time will be scrutinized to a much higher degree. Only in cases of extreme lag and severe equipment issues will a clash pause reason ever be accepted. Any other reason will be regarded as an unreasonable pause and the team/individual in question will be harshly penalized. Should a referee find that the issues of lag or equipment are greatly exaggerated, the team/individual will be penalized all the same to the maximum penalty available.
              1. If a Referee discovers a problem which greatly affects the Match, they can pause/resume the Match but a detailed explanation must be given afterwards and gain the MPL official’s approval, otherwise the Referee will be penalized. If a Referee discovers a large problem but doesn't pause the Match, they will be penalized all the same
    7. Post-match Procedure Baseline
      1. Once the match has finished, the referee must first confirm the end of the match.
        1. (Online) 
          1. Confirm the results with the winning team or their representative on the vendor-approved communication platform.
          2. Ensure that production is finished using their feed before letting the teams leave the communication platform/end their video feed.
          3. Ensure that teams are warned that one of them may be up for a post-match interview. Marshals must be able to obtain immediate contact of the team should production require it.
        2. (Onsite)
          1. Referees must have the team captains, coaches, or managers of both teams sign a post-match result confirmation letter.
          2. Referees will signal the teams when it is possible to approach the opposing team for the standard post-match greetings.
      2. The Referee should keep the table clean and everything on the table in order.
      3. Finality of Judgment. 
        1. If a Referee makes an erroneous judgment, the judgment can be subject to reversal. The MPL official at their discretion may evaluate the decision during or after the Match to determine if the proper procedure was implemented to allow for a fair decision. If the proper procedure was not followed, the MPL official reserves the right to potentially invalidate the Referee's decision. The MPL official will always maintain final say in all decisions set forth throughout the MPL. 
    8. Gambling Prohibition. 
      1. All rules prohibiting gambling on Mobile Legends: Bang Bang, as provided in this Official Rules, shall apply to Referees without limitation.
  8. Competitive Patch & Match Server

    • The MPL Operating Committee will determine the Game version used for the Match and notify members ahead of time.
    • On the online servers, some remade Heroes, and Heroes that have newly been added will be prohibited from use within two weeks of being updated. The specific match prohibitions and usage times will be notified by the MPL Operating Committee. As for Heroes that are known to cause glitches, members of the MPL official will prohibit their usage for Matches for a period of time according to the seriousness of the glitch, please strictly comply with the MPL Operating Committee’ notifications. Should there be a situation where a hero is scheduled to be unbanned after the start of the playoffs, the hero will be banned for the entirety of the playoffs instead. 
    • Example: Hero A was released on March 1, 2024, so Hero A becomes eligible to be used in all Matches on March 15, 2024.
    1. Pre-Match Setup
      1. Match Accounts. 
        1. During the Match, in tournament mode, all Heroes and skins can be used for free. All teams need to ensure that all their players have already set their accounts into tournament mode before they reach the tournament venue. This includes but is not limited to In-Game Nickname adjustment and Team name adjustment.MPL matches will be conducted on a local tournament server or the official game server, Teams would need to ensure that they have server IDs ready. If the MPL Operating Committee discover that any players have not done the necessary preparation or made adjustments while on stage, the league would have to implement the penalty system set by the league. 
      2. Setup Time. 
        1. Players will have designated blocks of time prior to their Match time to ensure they are fully prepared. The MPL Operating Committee will inform Players and Teams of their scheduled setup time and duration as part of their Match schedule. The MPL official may change the schedule at any time. Setup time is considered to have begun once Players enter the Match Area, at which point they are not allowed to leave without permission of the on-site Referee. Setup is comprised of the following:
          1. Ensuring the quality of all MPL-provided equipment.
          2. Connecting and calibrating devices.
          3. Ensuring proper function of voice chat system.
          4. Setting up Emblem and Battle Spells pages.
          5. Adjusting in-game settings.
          6. Limited in-game warm-up.
      3. Seating Order. 
        1. Players must sit in the seating order they submitted.
      4. Technical Failure of Equipment. 
        1. If a Player encounters any equipment problems during any phase of the setup process, Player must alert and notify the MPL official immediately. 
      5. Technical Support. 
        1. The MPL official will be available to assist with the setup process and troubleshoot any problems encountered during the pre-Match setup period. 
      6. Timelines of Match Start. 
        1. It is expected that Players will resolve any issues with the setup process within the allotted time and that Match will begin at the scheduled time. Delays due to setup problems may be permitted, at the sole discretion of the MPL official. Penalties for tardiness may be assessed at the discretion of the MPL official.
      7. Acknowledgement of Pre-Match Testing. 
        1. Approximately 5 minutes before the Match is scheduled to begin, a Referee will confirm with each Player that their setup is complete. 
      8. Player Ready State. 
        1. Once all ten Players in a Match have confirmed completion of setup, Players may not alter their emblem pages or enter a warm-up Game.
        2. Once players have confirmed that they are ready, when the game starts, they may no longer protest any issues with their in-game settings whether by way of interface, setups for emblems and battle spell pages, or phone settings. All players must continue the game as is.
      9. Game Lobby Creation. 
        1. The MPL official will decide how the official game lobby will be created. Players will be directed by the MPL official to join a game lobby as soon as testing has been completed, in their seating order. 
      10. Disqualification 
        1. If a team is unable to ensure that a full 5 members of their team can participate in the game, it will be deemed as a complete match loss by the MPL official. The winning team will be granted the maximum points (e.g. 1:0 for BO1, 2:0 for BO3, 3:0 for BO5). No other data of a lost game will be recorded.
    2. Game Setup
      1. Start of Pick / Ban Process. 
        1. Once all ten Players have reported to the official game lobby, a Referee will request confirmation that both Teams are ready for the pick/ban phase (as defined and described below). Once both Teams confirm readiness, a Referee will instruct the OB to start the Game.
      2. Recording of Pick/Ban Process. 
        1. Picks/bans will proceed through the client's Tournament Mode feature. If picks/bans are completed substantially in advance of game setup, at the instruction and discretion of the MPL official, the MPL official will record the official picks/bans and manually abort the game start. 
      3. General/Game Settings.
        1. Map. Designated by MPL Official.
        2. Team Size: 5.
        3. Allow Spectators: Lobby Only.
        4. Game Type: Draft Pick.
    3. Pick / Ban Phase & Side Selection
      1. Draft Pick. 
        1. The OB will select Draft Pick. After Draft has started, the starting Players of each Team can't be substituted. Players can use any Hero within the Team's Draft (Heroes prohibited by the MPL can't be used). 
        2. Teams are prohibited from not banning a hero during the draft phase unless they have been granted permission by the MPL Operating Committee. Teams must request permission at least two hours prior to their match. The MPL reserves the right to refuse the request, especially if the reason for the request is deemed detrimental to the integrity of the league. 
        3. If a team does not ban a hero during the ban phase, the team will be given a warning by their assigned marshal. If the team does not ban another hero, they will be given a penalty and their marshals will be warning them about keeping the integrity of the competition and marshals will be watching for further actions that may suggest that they are not taking the match seriously or throwing the game.
      2. Restrictions on Gameplay Elements. 
        1. Restrictions may be added at any time before or during a Match, if there are known bugs with any items, Heroes, skins, emblems, or battle spells, or for any other reason as determined at the discretion of the MPL official. 
      3. Side Selection.
        1. During the regular season, each team fights each other twice. For each time they face off against one another each team will be designated as the "Home" or "Away" team. A team designated as "Home" will be placed on the left side of the stage and will always have priority for in-game side selection. The "Away" team will have side selection priority for the next game as if they had lost a traditional coin flip.
          1. Each team will play as the Home and Away team at least once for each matchup, guaranteeing that both teams will have primary side selection priority once throughout the season against one another.
          2. Should a 3rd game be necessary, the Home team will once again receive the side selection priority.
        2. In the Playoffs, the higher-ranked seed will have side selection for odd-numbered Games (e.g. Games 1, 3, and 5), while the lower seed will have side selection for even-numbered Games (Games 2 and 4). If two teams are ranked the same, a team will be randomly generated by coin flip. The team will have the side selection for odd-numbered Games (e.g. Game 1, 3, and 5), while the other team will have the side selection for even-numbered Games (e.g. Games 2 and 4). For example, the higher seed may choose to play Game 1, 3 and 5 on the blue or red side and the lower seed may choose to play Game 2 and 4 on the red or blue side. The higher seed will be required to submit their final decision for Game 1 by the deadline. If the Match is carried out over the course of a few consecutive days, the Team must submit their final decision one day before the start of the broadcast day at 22:00 at night (according to the local time where the Match is being held). If no decision is submitted, the Team with the higher seed will default as Blue/1st pick.
      4. Selection Error. 
        1. In the event of an erroneously-selected Hero pick or ban caused by personal reason, the erroneous selection shall be deemed irrevocable. If it is caused by a technical reason or malfunction of the Game, the Team in error must notify a referee immediately, the referee and the MPL official will then communicate and confirm with one another before deciding whether or not the Player can reselect.
        2. In case the draft continues after a selection error was reported and ruled to be caused by a technical reason. The draft will be reset up and restarted with all previous picks and bans until the selection error. 
      5. Trading Heroes. 
        1. Teams must complete all Heroes trades before the countdown ends during the Trading Phase, otherwise will be subject to any disadvantages or consequences arising therefrom.
      6. Game Start After Pick/Ban. 
        1. A Game will start immediately after the pick/ban process is complete, unless otherwise stated by the MPL Operating Committee. At this point, MPL will remove any printed materials from the Match Area, including any notes written by Team Members. Players are not allowed to quit a Game during the time between the completion of picks/bans and game launch, also known as "Free Time." 
      7. Controlled Game Start. 
        1. In the event of an error in-game start or a decision by MPL to separate the pick/ban process from game start, the MPL Operating Committee may start the Game in a controlled manner. Players will select Heroes in accordance with the previous valid completed pick/ban process. 
      8. Slow Client Load. 
        1. If a bug, disconnect, or any other failure occurs which interrupts the loading process and prevents a Player from joining a Game upon game start, the Game must be immediately paused until all ten Players are connected to the Game.
      9. In-Game Chat. 
        1. All the players are not allowed to text in-game to chat for any MPL match.
  9. Game Rules

    1. Definition of Terms
      1. Unintentional Disconnection. 
        1. A Player losing connection to the Game due to problems or issues with the game client, cell phone, network or other devices.
      2. Intentional Disconnection. 
        1. A Player losing connection to the Game due to Player's actions (i.e. quitting the Game). Any actions of a Player which lead to a disconnection shall be deemed intentional, regardless of the actual intent of the Player. 
      3. Server Crash. 
        1. All Players losing connection to a Game due to an issue with a game server, Match Server, or venue internet instability.
      4. Bug. 
        • Bug is defined as anything that causes an incorrect or abnormal effect in the game, that causes the game stats or hardware to malfunction, present incorrect data, lag or any defects.    
        1. General Bug. 
          1. General Bug is defined as hardware malfunction that will affect the player level of play during the competition, incorrect display of stats, game mechanics malfunction but will not heavily influence the outcome of the match. 
        2. Informed Bug. 
          1. The league will inform all teams about bugs that the league is aware of but will not heavily affect the gameplay of the game before each match. (Such as heroes, in game equipment, animation effects etc. ) These bugs will only be “rectified” via banning of heroes, banning the usage of certain skins or in-game equipment to minimize the effect it has on the gameplay, therefore these bugs will not be an acceptable reason to conduct any rematch, the match will play on.  
        3. Hardware Malfunction. 
          1. Hardware malfunction includes, server malfunction, hosting PC malfunction or mobile phone malfunction or any hardware that is being used by the players during the course of the competition.  
        4. Critical Bug. 
          1. Critical Bug is defined as bugs that will cause a huge negative effect on any player's ability to perform at a professional competitive level, a huge change in the game stats or game mechanic or will heavily influence the outcome of the match results. Bugs that are outside of this definition will not be deemed as critical bug; or any unforeseen circumstances that do not allow the match to continue. The MPL-PH reserves the final rights of interpretation on what is a critical bug. 
        5. Terminal Situation. 
          1. Terminal situation is defined as a situation whereby the match cannot continue due to a bug and the match needs to be remade. This includes situation such as (1) Bugs that are not rectifiable by any technical means to resume the game; (2) Bugs that are not rectifiable by any technical means to prevent or removed; includes situation where heroes or skin need to be banned; or (3) any situation that the MPL Operating Committee deems that the match cannot continue, includes change in the physical environment, natural disasters or hardware malfunction. 
        6. Prompt Reporting. 
          1. Defined as a bug that is noticed by any players (inclusive of hardware malfunction) would require the player to pause the game and inform the MPL official immediately.
    2. Game of Record
      1. A game of record ("GOR") refers to a Game where all ten Players have loaded and which has progressed to a point of meaningful interaction between opposing Teams. Once a Game attains GOR status, the period ends in which incidental restarts may be permitted and a Game will be considered as "official" from that point onward. After the establishment of GOR, Game restarts will be allowed only under limited conditions.  Examples of conditions which establish GOR:
        1. Any attack or ability is landed on minions, jungle creeps, structures, or enemy heroes.
        2. Line-of-sight is established between Players on opposing Teams.
        3. Setting foot, establishing vision or targeting skillshot ability in an opponent's jungle by either Team, which includes either leaving the river or entering brush connected to enemy jungle.
        4. Game timer reaches two minutes (00:02:00).
    3. Stoppage of Play
      • If a Player intentionally disconnects without notifying the MPL Operating Committee or pausing, the MPL Operating Committee is not required to enforce a stoppage. During any pause or stoppage, Players may not leave the Match Area unless authorized by the MPL Operating Committee.
      1. Directed Pause. 
        1. The MPL official may order the pause of a Match or execute a pause command on any player station at the sole discretion of the MPL official, at any time.
      2. Communication Between Players During a Pause. 
        1. During a game pause, to ensure fair competition, players are not allowed to communicate with each other in any manner about the game or be permitted to leave their seats. Players may communicate with one another provided that their topics do not concern the game at hand. This is to be monitored by the main governing referee listening in on their team communications. Should any player instigate conversations about the game at hand, they will be initially warned by the referee. Should they continue to converse about it after the warning, the incident will be reported to the MPL Operating Committee and they will be penalized accordingly.
        2. In the event that a pause exceeds the 5 minute mark, the MPL Operating Committee may approve authorized communications between the team about the game. Should the pause exceed the 15 minute mark, the MPL Operating Committee may approve requests for bathroom usage.
      3. Man Down
        1. In line with the lineup submission rules, all players are presumed to be fully capable of playing their games every broadcast day. Should a pause arise from a pre-existing condition from a player without informing tournament officials beforehand, it will be counted as an unreasonable pause and the team will be penalized accordingly.
        2. Should an illness, injury, or disability develop during the game, the team must immediately inform the referees as soon as possible. Referees may then, at their sole discretion, pause the game in order to evaluate the identified player suffering from an onset affliction. Should referees definitively find nothing wrong with said player, the game will resume and the player's team will be penalized according to the maximum penalty for unreasonable pauses.
        3. Should referees find the affliction of the identified player to be legitimate, they will then attempt to determine if the player is ready, willing, and able to continue with the game within 5 minutes of the pause. If it is found that the player is truly unable to continue playing, then the player's team shall forfeit the entire game. The match will continue provided that the team has a substitute at the ready. Should there be no substitute available, they will forfeit the entire match. However, at the discretion of the MPL Operating Committee and given the facts of the situation at hand, said match may be subject to a rematch or postponement instead.
      4. Resuming the Game
        1. After clearance from the MPL Operating Committee is issued and all Players are notified and ready at their stations, which will be contingent on the team captain confirming that both Teams are ready to resume play, the in-client spectators will unpause the Game. 
      5. Remaking the Game
        1. Under which conditions can a Game be reset is entirely decided by the MPL official. The following conditions are examples used to illustrate:
          1. Remakes Before GOR. 
            1. The following are examples of situations in which a Game may be remade if GOR has not been established:
              1. If a Player notices that Player's emblems, battle spells or GUI settings have not applied correctly due to a bug between the game lobby and Match, Player can pause the Game to adjust these settings. If the settings cannot be correctly adjusted, then the Game may be restarted.
              2. If the MPL Operating Committee determines that technical difficulties will not allow for the Game to resume as normal (including a Team's ability to be in proper position for certain game events, such as minion spawn).
              3. Should any remakes happen because of the abovementioned situations, the gold and xp lane will not be counted towards keeping the same settings. In whatever way these two lanes randomize in the next game will be taken as is and the game must be played to completion.
          2. Remakes After GOR. 
            1. The following are examples of situations in which a Game may be restarted after GOR has been established.
              1. If a game experiences a critical bug at any point during the Match which significantly alters game stats or gameplay mechanics.
              2. If the MPL Operating Committee determines that there are environmental conditions which are unfair (e.g. excessive noise, fan gank, hostile weather, unacceptable safety risks).
              3. Should a remake happen in this way, the game will start with no settings retained and with new picks and bans entirely. Teams will be given extra time of five (5) minutes to recoup and recount their strategy for the remake.
      6. Restart Protocol. 
        1. If a game experiences a critical bug at any point during the Match that significantly alters game stats or gameplay mechanics, or the external environmental conditions become untenable then a restart may occur.
          1. Certain circumstances must be met before a restart may occur. The MPL official must determine that the bug is critical and verifiable. For the bug to be considered critical, the bug must significantly damage a Player's ability to compete in the game situation. The determination of whether the bug has damaged a Player's ability to compete is up to the sole discretion of the MPL official. In order for a bug to be considered verifiable, the bug must be conclusively present and not possibly attributable to Player’s error. The spectator must then be able to replay the instance in question and verify the bug.
          2. If a Player believes she/he has experienced a critical bug, they must pause the Game and alert a referee in a timely fashion. If it is believed that a Player is attempting to delay reporting of a bug to wait for a possible restart at a more advantageous time, then a restart will no longer be granted.
          3. If the MPL official determines that the bug is critical and verifiable and that the Player followed the pause protocol, then the Team experiencing the bug will be presented with the option for a restart. If the Team accepts, officials will attempt to utilize the rules set in this Section to remake the Game.  An exception to this is if the restart occurred due to a hero bug, then settings no longer will be retained (including picks and bans) regardless of Game of Record status and the hero may be made ineligible for at least the remainder of the day's Matches unless the bug can be conclusively tied to a specific game element that can be fully removed (i.e. a skin that can be disabled).
          4. This section is applicable if the pause is directed as per Section ‘Directed Pause’ and does not limit the ability of the MPL Operating Committee to institute a restart.
      7. Controlled Environment. 
        1. Certain conditions may be preserved in the event of a restart of a Game that has not reached GOR, including, without limitation, picks/bans or battle spells. If, however, a Match has reached GOR then the MPL official shall not retain any settings. If an incident happens where a hero is banned/picked accidentally due to a serious bug, the game will be restarted. If the bug was resolved, the heroes banned/picked before the happening of the incident will be retained. If the occurrence of the bug was proven to be inevitable, the previously banned/picked heroes will not be retained.
      8. Banning of Heroes and Skins. 
        1. If a match restart was caused by a bug related to a specific hero, the settings for the match will not be retained (including the heroes picked/banned) regardless of the game record. The hero will then be banned in the following matches of the day or for a longer time, unless the bug is determined to be fully related to a specific element that can be completely removed from the game (for example, a hero skin bug).
      9. Player Confirmation of Settings. 
        1. Each team captain shall verify that every Player on his/her Team has finalized their intended game settings (including emblems, talents, controls, and GUI settings) before GOR is established. Any error in verification is not grounds for a game restart after GOR is established. 
      10. Discretionary power. 
        1. Forced Remake/Restart
          1. The MPL Operating Committee reserves the right to remake or restart a game, with any match settings to be the same or not, should they believe it necessary to ensure the best interests of the League. This discretionary power cannot be impeded regardless if this provision lacks language for certain rationale.
        2. Win Declaration
          1. At their sole discretion, the MPL Operating Committee shall have the right to reject a remake or restart of a compromised game provided that one team cannot reasonably avoid defeat.
            Example:
            1. Team B is wiped out and, in that time, Team A can reasonably destroy their base before any of their death timers finish the countdown for their heroes to respawn.
            2. In this scenario, should there be a full compromise of the game that would require a GOR remake, Team A will be declared the winner instead.
          2. If the game has been played for over 15 minutes (00:15:00), at their sole discretion, the MPL Operating Committee shall have the right to reject a remake or restart of a compromised game provided that one team cannot avoid defeat to a degree of reasonable certainty. Operating Committee have final approval and say on an awarded game victory. The following criteria may be used (but are not required to be used) in the determination of reasonable certainty when two (2) out of three (3) criteria are met:
            1. Gold Differential
              One team has earned more than 30% of the total gold earned by the other team; or
            2. Remaining Turret Differential
              The difference in the number of remaining turrets between the teams is at least seven; or
            3. Hero Differential
              The difference in alive heroes between the teams is at least four with more than 30 seconds of respawn time.
    4. Postponement
      1. In the event of a technical difficulty which leads the MPL Operating Committee to declare a restart, they, in their sole discretion, may request a rematch or postponement of the game.
    5. Post-Game Process
      1. Results. 
        1. The MPL official will confirm and record the game result.
      2. Tech Notes. 
        1. Players will identify any tech issues with the MPL official.
      3. Break Time. 
        1. The MPL official will inform Players of the remaining amount of time before the next Game's pick/ban phase begins. All players of each team must be on time and present on stage or the play area before this begins. Failure in punctuality after the reasonable reminders of the MPL Official Committee will merit appropriate penalties against the teams.
      4. Results of Forfeiture. 
        1. Matches won by forfeiture without proper reason will be reported by the minimum score it would take for one Team to win the Match (e.g. 1-0 for BO1 Matches, 2-0 for BO3 Matches, 3-0 for BO5 Matches). No other statistics will be recorded for forfeited Matches.
    6. Post-Match Process
      • In the event of a technical difficulty which leads the MPL Operating Committee to declare a restart, the MPL official, in its sole discretion, may request for a rematch or postponement of the Game. 
      1. Results. 
        1. The MPL official will confirm and record the match result. The team captain, coach, or manager must sign a document handed over to them by referees to confirm the official results.
      2. Break Time. 
        1. In cases where breaks or delays between matches and games are necessary, referees will inform the appropriate Team Managers as soon as possible. Updates will also be provided to teams as soon as available.
      3. Next Match. 
        1. Players will be informed of their current standing in the competition, including their next scheduled Match. 
      4. Obligation after Competition.
        1. Players will be informed of any post-match obligations, including, but not limited to, media appearances, interviews, or further discussion of any match matters. 
        2. Match participants must comply with the uniform arrangement of the MPL, no Players can act independently without consent (for example, not following others on the bus, night out, changing rooms, etc.).
        3. Match participants cannot bring unauthorized personnel into the Team Member Areas, into the hotel arranged by the MPL, ride in buses arranged by the MPL or participate in other group events.
  10. Player Equipment

    1. MPL-Provided Equipment
      1. The MPL Operating Committee will provide, and MPL players will exclusively use, equipment in the following categories to MPL players for all official MPL matches. No other personal devices will be allowed in the tournament area. The equipment includes, but not limited to:
        1. Gaming Phone
        2. Headsets and/or Earbuds and/or Microphones
        3. Tables and Chairs
      2. If the match is online, the player can use their own equipment limited to their mobile phones and earphones.
      3. Within the Match Area, players are not allowed to bring any headphones, earbuds and/or microphones that have not been provided by MPL without the approval of the MPL Operating Committee. All player-owned or team-owned equipment must be submitted to the MPL Operating Committee in advance for approval. Unapproved equipment or equipment that is suspected by the MPL Operating Committee of providing an unfair competitive advantage will not be permitted for use, and players will be required to use equipment that is provided by MPL instead.
      4. Within the match area and only during the draft pick, the coach is allowed to bring a notebook or paper. After the draft pick is over, the coach should take all the items listed above away. Players are not allowed to bring notebooks or papers to the competition area.
      5. At their discretion, the MPL Operating Committee may disallow the use of any individual piece of equipment for reasons relating to tournament security, safety or operational efficiency or effectiveness.
      6. No player-owned or team-owned hardware or equipment may be brought into the Match Area if it features or displays any name, likeness or logo of a company or brand which is a competitor of the MPL.
    2. Replacement of Equipment\
      • If equipment or technical problems are suspected by MPL at any time, a Player or the MPL Operating Committee may request a technical review of the situation. An MPL technician will diagnose and troubleshoot problems, as needed. Technicians may advise that the specific piece of equipment be replaced at their sole discretion should they find anything wrong. Decisions regarding the replacement of any equipment are solely at the discretion of the MPL Operating Committee. If a Player wishes to use personal replacement equipment, the Player must use equipment which has been pre-approved by MPL otherwise they will be provided replacement equipment by the MPL.
      1. Phone Replacement
        1. Teams must always use the official tournament phones provided by the MPL-PH. Should a player experience issues that an MPL technician or referee confirms to be true on their phone, they will be given a replacement tournament phone.
        2. However, in the event that no replacement tournament phones are available, the MPL Operating Committee may grant the use of their personal phones for tournament play, provided that tournament officials have been able to screen, test, and clear said phone for use. Teams must take due diligence and reasonable care on behalf of the players by doing the following:
          1. Submitting a list of mobile phones that players may use as a backup to tournament officials.
          2. Bringing said devices to the MPL tech rehearsals before the start of the season for tournament officials to inspect.
          3. Once cleared by officials, teams must bring these phones during their game days.
        3. Should it not be possible to replace a compromised tournament phone with any of the abovementioned methods, the MPL official, at their sole discretion, may decide to bring in an unprecedented mobile phone to continue the game, remake the game and regard this as a critical bug, or choose to postpone the match.
      2. App & Usage
        1. Players are prohibited from installing their own Apps and must use only the App provided by MPL.
        2. Voice Chat. Voice chat will be provided only via the native system used in MPL-provided headsets. Use of third-party voice chat software (e.g., Skype) is not permitted, unless MPL determines to change the method of Voice Chat under special circumstances. The MPL official may monitor a Team's audio at the discretion of MPL.
        3. Social Media and Communication. It is prohibited to use MPL  cell phones to view or post on any social media or communication sites. This includes, but is not limited to, Facebook, Twitter, and email.
        4. Non-Essential Equipment. It is prohibited to connect non-essential equipment to MPL cell phones for any reason.
    3. Client Accounts
      • Players will have match server accounts provided for them by MPL. It is the players' responsibility to configure their account to their preferences. The account's Gaming Name must be set only to the player's official tournament handle, as approved by MPL. The team name and team ID need to be officially submitted before the set date, and cannot be changed after the submission.
      1. Audio Controls
        1. Players will be required to maintain volume levels above minimum settings, which will be clearly marked on the controls. The MPL Operating Committee may require players to adjust their volume levels higher if the official determines, at their sole discretion, that volume levels are too low.
        2. Headphones must be placed directly on a player's ears, and must remain there for the duration of the game. Players are not permitted to obstruct the placement of headphones by any method or place any item, including hats, scarves or other articles of clothing, between the headphones and the player's ears.
    4. Equipment Tampering
      1. Players may not touch or handle another teammate's owned or provided equipment after a Match has started. Players who require assistance with their equipment should ask for assistance from the MPL Operating Committee.
    5. Player and Coach Apparel
      1. Players must wear official team uniforms during all MPL matches and pre-match and post-match interviews by the MPL. If no team requirement exists, players must wear pants and closed-toe shoes, as well as visible team-branded apparel, on their upper body, during the entirety of any MPL event or appearance. All participating players must wear matching apparel during the game. Specifically, for pants, players must wear black. 
        1. The matching apparel includes shirts, jerseys, and pants. For the avoidance of doubt, short pants, sweatpants, athletic pants, and/or pajama pants will generally not be considered appropriate attire. Jerseys and all other apparel worn during such times are subject to the restrictions set forth in this Section, and are subject to the review and discretion of the MPL official.
      2. Coaches must don what can be considered fully business casual attire or smart casual attire complemented by their official team jacket. No other form of attire is permissible.
      3. Players and Coaches must avoid chewing gum, hats, sunglasses, eye-catching necklaces and pendants while at the Match Area.
      4. Players and coaches should not wear any clothes or ornaments with brands that are not approved by the MPL official. Food and/or beverages are not allowed to be brought to the stage.
      5. Team Members may wear apparel with multiple logos, patches or promotional language. The MPL official reserves the right at all times to impose a ban on objectionable or offensive apparel:
        1. Containing any false, unsubstantiated, or unwarranted claims for any product or service, or testimonials, that the MPL official, in its sole and absolute discretion, considers unethical.
        2. Advertising any non "over the counter" drug, tobacco product, firearm, handgun or ammunition.
        3. Containing any material constituting or relating to any activities which are illegal in any MPL region, including but not limited to, a lottery or an enterprise, service or product that abets, assists or promotes gambling
        4. Containing any material that is defamatory, obscene, profane, vulgar, repulsive or offensive, or that describes or depicts any internal bodily functions or symptomatic results of internal conditions, or refers to matters which are not considered socially acceptable topics. 
        5. Advertising any pornographic website or pornographic products. 
        6. Containing any trademark, copyrighted material or other elements of intellectual property that is used without the owner's consent or that may give rise to, or subject MPL or its affiliates to, any claim of infringement, misappropriation, or other form of unfair competition.
        7. Disparaging or libeling any opposing Team or Player or any other person, entity or product.
        8. The MPL official reserves the right to refuse entry or continued participation in the Match to any Team Member who does not comply with the aforementioned apparel rules. 
  11. Venue and Competition Area Layout, and Other Restrictions

    1. Stage (Onsite)
      1. The stage onsite is considered the play area where official MPL games are to be conducted. Under no circumstances are other people allowed on stage outside of players of the next/current match and official MPL staff. Certain concessions may be made for other individuals provided that they have been cleared by the MPL Operating Committee.
    2. Match Area (Online)
      1. The "match area" consists of the area immediately viewable by the team camera. During match play, the presence of team members in the Match Area is restricted solely to the players of the Teams in play.
    3. Wireless devices
      1. Wireless devices, including mobile phones and tablets, are not allowed in the match area. Certain devices may be allowed in the match area provided that it has been thoroughly checked and cleared by the MPL Operating Committee and will not affect the tournament integrity in any way.
    4. Food and Drink Restrictions
      1. No food is allowed in the match areas. Drinks are permitted in the Match Area provided that these are all in containers with no branding and will not be cumbersome to keep on the official match tables. The MPL Operating Committee reserves the right to reject any drinks to be brought into the match area.
    5. Backstage Match Waiting Area
      1. This area is the designated area for teams that are about to have a match or currently having a match. All team staff are expected to stay in the general area while their team's match is ongoing. Hospitality staff will be on standby for any team needs for this duration.
    6. General Waiting Rooms
      1. Other teams that are slated to have their next match while awaiting the current match to finish will each have a waiting room to stay in. In these general waiting rooms, teams will be attended to by hospitality staff for any needs and referees will prep them for their upcoming match.
    7. Media Room
      1. This area will be the designated interview room for media that are in the venue. Interviews may be requested from certain teams before or after their matches. Hospitality staff will be sure to update and guide teams accordingly to this room should it be necessary.
    8. Crowd Control
      1. Every team is obliged to cooperate with the MPL Operating Committee to actively manage fans on-site and guide fans to watch the match in order. Arranging or assisting (whether intentional or not) fans to disturb the order is strictly prohibited. The team shall be held responsible for consequences caused by the ill management of fans.
  12. Code of Conduct

    1. Competition Conduct
      1. Unfair Play.
        The following actions will be considered unfair play and will be subject to penalties at the discretion of the MPL official.
        1. Collusion.
          Collusion is defined as any agreement among two (2) or more Players, Head Coaches, Teams, and/or confederates to disadvantage opposing Players. Collusion includes, but is not limited to, acts such as:
          1. Soft play, which is defined as any agreement among two (2) or more Players to not damage, impede or otherwise play to a reasonable standard of competition in a Game.
          2. Pre-arranging to split prize money and/or any other form of compensation.
          3. Sending or receiving signals, electronic or otherwise, from a confederate to/from a Player.
          4. Deliberately losing a Game for prize money, or for any other reason, or attempting to induce another Player to do so.
        2. Competitive Integrity. 
          1. Teams are expected to play at their best at all times within any MPL Game, and to avoid any behavior inconsistent with the principles of good sportsmanship, honesty, or fair play. For the sake of clarity, team composition and the pick/ban phase will not be considered when determining whether this rule has been violated.
        3. Hacking.
          1. Hacking is defined as any modification of the Mobile Legends: Bang Bang game client by any Player, Team or person acting on behalf of a Player or a Team.
        4. Exploiting. 
          1. Exploiting is defined as intentionally using any in-game bug to seek an advantage. Exploiting includes, but is not limited to, acts such as: glitches in buying items, glitches in neutral minion interactions, glitches in Heroes ability performance, or any other game function that, in the sole determination of the MPL official, is not functioning as intended.
        5. Spectator Monitors. 
          1. Players who are playing in a Game are not permitted to look at or attempt to look at any screen or device that is displaying an observer level view of that Game (i.e., that is or is capable of showing a neutral view of the map).
        6. Ringing. 
          1. Playing under another Player's account or soliciting, inducing, encouraging or directing someone else to play under another Player's account. 
        7. Cheating Methods. 
          1. The use of any kind of cheating device and/or cheat program, or any similar cheating method such as signaling devices, hand signals, etc.
        8. Intentional Disconnection. 
          1. An intentional disconnection without a proper and explicitly-stated reason.
        9. MPL official Discretion. 
          1. Any other further act, failure to act, or behavior which, in the sole judgment of the MPL official, violates these Rules and/or the standards of integrity established by MPL for competitive game play.
      2. Insulting Behavior. 
        1. Insulting Behavior. A team member may not take any gesture directed to an opponent, fan, or official, or incite any other individual(s) to do the same which is disparaging to a person's race, ethnicity, gender, religion, or cognitive ability (or disability as to whatever is applicable).
        2. Trashtalk is allowed provided that the abovementioned is strictly followed.
        3. Additionally, excessive profanity or obscene gestures directed at an opponent, fan, or official, or inciting any other individual(s) to do the same will be harshly penalized. This applies to before, during, and after the match, and beyond. 
      3. Studio Interference. 
        1. No Team Member may touch or otherwise interfere with lights, cameras or other studio equipment. Team Members may not stand on chairs, tables or other studio equipment. Team Members must follow all instructions of MPL studio personnel.
      4. Unauthorized Communications. 
        1. All mobile phones, tablets and other voice-enabled and/or "ringing" electronic devices must be removed from the play area before the Game. Players may not text/email or use social media while in the Match Area. During the Match, communication by a Starter shall be limited to the Players on the Starter's Team.
      5. Professional Manner. 
        1. Players are expected to compete in a professional manner. Throwing a match, halting play without cause, or showing a flagrant lack of effort will be construed as a violation of player conduct, and will result in match penalties, forfeit and disqualification from the League.
      6. Contest Manner.
        1. All MPL players must sit upright during online contests when live-streaming, and may not put their feet on the seat, sit cross-legged or act in an otherwise unseemly manner. Mobile phones must also only be used on the desktop.
        2. Competitors and team members must respect the backstage order; refrain from making loud noises, fool around or negatively affect other teams’ preparations; and shall keep the team lounge clean and tidy.
        3. During the contest, competitors are not allowed to stand-up or leave their seats without the referee’s permission. In the case of special circumstances, players should raise their hand and obtain permission from the referee.
        4. Before the start of a series contest, competitors from both teams shall take to the center of the stage and shake hands (right hand) as a mark of respect. They shall then return to their team zone after shaking hands.
        5. No team member shall maliciously commit any act that negatively affects the contest during the contest period.
      7. Identity. 
        1. A Player may not cover his or her face or attempt to conceal his or her identity from the MPL official. The MPL official must be able to distinguish the identity of each Player at all times and may instruct Players to remove any material that inhibits the identification of Players or is a distraction to other Players or the MPL official.
    2. Etiquette and Social Media Speech
      1. MPL-PH league participants (including but not limited to: clubs, players, coaches or other members) in any place (including online and offline private and public places, including but not limited to games clients, game platforms, social software, social medias, live broadcast platforms, media reports, etc.) must comply with the norms required by this chapter, and must not make any discriminatory (including race, color, gender, sexual orientation, language, religion beliefs, political opinions, etc.); derogatory personality of others (including but not limited to: name, name, portrait, reputation, honor, privacy, etc.); content that is excessive or morally controversial, fabricated facts, and any other speech or behavior that may affect the league, MPL-PH official and its related parties (including but not limited to league sponsors, other participants) caused damage; negative impact and risk remarks. Otherwise, MPL-PH officials have the right to make severe punishments based on the nature and consequences of the behavior.
      2. The above-mentioned speech acts include but are not limited to:
        1. Make a prohibited pose. 
          1. Any action that is generally considered to be insulting (including but not limited to vertical middle finger, hook index finger, etc.) or action prohibited by MPL-PH (choke pose or throat-cutting action) are forbidden to be shown in any place (including online and offline private and public places, including but not limited to games clients, game platforms, social software, social medias, live broadcast platforms, media reports, etc.)
        2. Abusive Behavior. 
          1. Abuse (including but not limited to the MPL official, opposing Team Members, or audience members) on any occasion (including but not limited to social media, live streaming) and at any time will not be tolerated. Repeated etiquette violations, including but not limited to touching another Player's cell phone, body or property will result in penalties. Team Members and their guests (if any) must treat all individuals attending a Match with respect.
        3. Profane and Hostile Speech. 
          1. A Team Member may not use language that is obscene, foul, vulgar, insulting, threatening, abusive, libelous, slanderous, defamatory or otherwise offensive or objectionable; or promote or incite hatred or discriminatory conduct, in or near the Match Area, at any time. A Team Member may not use any facilities, services or equipment provided or made available by MPL or its contractors to post, transmit, disseminate or otherwise make available any such prohibited communications. A Team Member may not use this type of language on social media or during any public facing events such as streaming.
        4. Defamation toward the Organizers.
          1. Statements Regarding MPL, Moonton, and Mobile Legends: Bang Bang. Team Members may not give, make, issue, authorize or endorse any statement or action having, or designed to have, an effect prejudicial or detrimental to the best interest of MPL, Moonton or its affiliates, or Mobile Legends: Bang Bang, as determined in the sole and absolute discretion of the MPL official.
        5. Releasing Information without Approval. 
          1. Teams will be asked to submit paperwork for approval or visibility throughout the MPL. This paperwork is necessary for maintaining expectations throughout the MPL. Early announcements can disrupt the competitive scouting a Team would use to create strategies for upcoming Matches. For this reason, if a Team Member has been told not to release information, as it may undermine the competitive process, and the Team Member proceeds to release said information, then the Team Member and/or Team will be subject to penalties.
        6. Confidentiality. 
          1. A Team Member may not disclose any confidential information provided by MPL official, the MPL or any affiliate of the MPL, by any method of communication, including all social media channels.
    3. Unprofessional Behavior
      1. Responsibility under Code. 
        1. Unless expressly stated otherwise, offenses and infringements of the Official Rules are punishable, whether or not they were committed intentionally. Attempts to commit such offenses or infringements are also punishable.
      2. Harassment.
        1. Harassment is forbidden. Harassment is defined as systematic, hostile and repeated acts taking place over a considerable period of time, or a singular egregious instance, which is/are intended to isolate or ostracize a person and/or affect the dignity of the person.
      3. Sexual Harassment. 
        1. Sexual harassment is forbidden. Sexual harassment is defined as unwelcome sexual advances. The assessment is based on whether a reasonable person would regard the conduct as undesirable or offensive. There is zero tolerance for any sexual threats/coercion or the promise of advantages in exchange for sexual favors.
      4. Discrimination and Denigration. 
        1. Team Members may not offend the dignity or integrity of a country, private person or group of people through contemptuous, discriminatory or denigrating words or actions on account of race, skin color, ethnic, national or social origin, gender, language, religion, political opinion or any other opinion, financial status, birth or any other status, sexual orientation or any other reason.
      5. Criminal Activity. 
        1. A Team Member may not engage in any activity which is prohibited by common law, statute, or treaty and which leads to or may be reasonably deemed likely to lead to conviction in any court of competent jurisdiction.
      6. Behavior contrary to morality. 
        1. Team members can't participate in any actions considered by the MPL official to be immoral, disgraceful or contrary to traditional morals and ethics.
      7. Bribery. 
        1. No Team Member may offer any gift or reward to a Player, coach, manager, MPL official, Moonton employee, or person connected with or employed by another MPL Team for services promised, rendered, or to be rendered in defeating or attempting to defeat a competing Team.
      8. No Poaching or Tampering. 
        1. No Team Member or Affiliate of a Team may solicit, lure, or make an offer of employment to any official coach or Player who is signed to any MPL Team, nor encourage any such official coach or Player to breach or otherwise terminate a contract with said MPL Team. An official coach or Player may not solicit a Team to violate this rule. An official coach or Player may express publicly their desire to leave the Team and encourage any and all interested parties to contact their management (i.e. a general statement aimed at the entire marketplace) after obtaining the consent of the Team. But, to be clear, the Head Coach or Player may not entice a Team directly to reach out to their management or attempt to violate their contractual obligations (i.e. a Player cannot contact or callout a Team and suggest that they inquire about the Player). Violations of this rule shall be subject to penalties, at the discretion of the MPL official. To inquire about the status of an official coach or Player from another Team, managers must contact the management of the Team that the Player and/or official coach is currently contracted with. The inquiring Team must provide visibility to the MPL official before being able to discuss the contract with a Player.
      9. Gifts. 
        1. No Team Member may accept any gift, reward or compensation for services promised, rendered, or to be rendered in connection with competitive play of the Game, including services related to defeating or attempting to defeat a competing Team or services designed to throw or fix a Match or Game. The sole exception to this rule shall be in the case of performance-based compensation paid to a Team Member by a Team's official sponsor or owner.
      10. Non-Compliance. 
        1. No Team Member may refuse or fail to apply the reasonable instructions or decisions of the MPL official.
      11. Match-Fixing. 
        1. No Team Member may offer, agree, conspire, or attempt to influence the outcome of a Game or Match by any means that are prohibited by law or these Rules. Any team or player has the responsibility to report any match-fixing activities to the league. Teams or players who have knowledge of match fixing but have not reported it to the league will be deemed as an accessory to the violation and shall be penalized by the league. 
      12. Detrimental Service. 
        1. Team members cannot take part in any event or business which is related to Booster, Unofficial Top-Up Platform, account selling etc. Any teams or players have the responsibility to report any team members Detrimental Service to the league and Mobile Legends: Bang Bang. Teams or players who have knowledge of detrimental service but have not reported it to the league will be deemed as an accessory to the violation and shall be penalized by the league.
      13. Document or Miscellaneous Requests. 
        1. Documentation or other reasonable items may be required at various times throughout the MPL as requested by the MPL official. If the documentation is not completed to the standards set by the MPL then a Team may be subject to penalties. Penalties may be imposed if the items requested are not received and completed at the required time.
      14. No Smoking. 
        1. It is not permitted to smoke inside non-smoking areas or other actions which violate venue rules when in the venues provided by the official. Vaping is considered the same as smoking. For off-site matches, the match area or any area captured by official cameras are considered non-smoking areas. 
      15. Account Transaction. 
        1. Any team members are not allowed to transfer the account and benefit from it. And MPL official will not solve any issues caused by account transactions. People who made the transaction will be penalized.
      16. Piloting. 
        1. Any MPL team members are not allowed to pilot for other teams in MPL-PH or other players in Mobile Legends: Bang Bang.
    4. Association with Gambling
      1. No Team Member or MPL official may take part, either directly or indirectly, in betting or gambling on any results of any MPL Game or Match.
    5. Competitor Games
      1. Players, Managers, and Coaches shall not engage in any competitor games’ event/ activity/ livestream or other way to give the competitor games’ exposure. The competitor games are defined as Mobile Multiplayer Online Battle Arena (MOBA) Game.
    6. Team Conduct
      1. Team Activities. 
        1. Before any team’s player partake in a non-official marketing/commercial activities by third party entities, an official notice to the league would need to be submitted. Permission would need to be obtained from the league for activities such as show matches or anything that is related to MLBB game. Any team activities should not in anyway directly or indirectly affect the league image in a negative way. Violators will be subjected to penalties. 
      2. Media Shoot Activities. 
        1. MPL would have requirements throughout the season for teams and their personnel to conduct and participate in a league sanctioned media shoot. This includes but is not limited to profile shoot, video shoot etc. Teams and players need to cooperate with the league to complete such requirements within the timeline and other requirements set by the league. Any misconduct such as lateness during the activity will be subjected to league penalties.  
    7. Indirect Violation
      1. Any teams or players are not allowed to directly or through any third parties, entice, encourage, assist, force, etc. anyone to break the rules and regulation of the league.
  13. Compliance with Penalty Rules

    1. Subjection to Penalty
      1. Any person found to have engaged in or attempted to engage in any act that the MPL official believes, in their sole and absolute discretion, constitutes unfair play, will be subject to penalty. The nature and extent of the penalties imposed due to such acts shall be in the sole and absolute discretion of the MPL official.
      2. When the circumstances of the violation are significantly minor or the circumstances are particularly serious, the MPL-PH official has the right to make lighter or heavier penalties outside the scope of the penalties specified in the MPL-PH S10 Penalty Index based on the consequences of the specific violation.
    2. Penalties
      1. Upon discovery of any Team Member committing any violations of these Rules, the MPL official may, without limitation of its authority, issue the following penalties:
        1. Verbal or Written Warning(s).
        2. Fine(s) or Confiscation of Prize.
        3. Suspension(s) for attending MLBB official tournaments.
        4. Disqualification(s) for MPL-PH.
        5. Restricted access to MPL-PH venues
        6. Restrict participation in activities related to MPL-PH
        7. Disqualification for any personal rewards selection.
        8. Suspension for whole career.
        9. Any Other Punishment Deemed Fit by the Authority of MPL.
      2. Upon discovery of any Team or Organization committing any violations of these Rules, the MPL official may, without limitation of its authority, issue the following penalties:
        1. Verbal or Written Warning(s).
        2. Loss of Side Selection for Current or Future Game(s).
        3. Loss of Ban for Current or Future Game(s).
        4. Fine(s) and/or Revenue Sharing Confiscation.
        5. Loss of Game(s).
        6. Loss of Match(es).
        7. Transfer Transactions and/or new player registration rejections;
        8. Suspension(s) for attending MLBB official tournaments.
        9. Disqualification(s) for MPL-PH.
        10. Disqualification for any team rewards selection.
        11. Any Other Punishment Deemed Fit by the Authority of MPL.
      3. Repeated infractions are subject to escalating penalties, up to, and including, disqualification from future participation in MPL. It should be noted that penalties may not always be imposed in a successive manner. The MPL official, in its sole discretion, for example, can disqualify a Player for a first offense if the action of said Player is deemed egregious enough to be worthy of disqualification by the MPL official.
      4. Penalties that state a listed amount of time for discipline will only apply to competition months. Competition months are defined as the months in which MPL professional competitions are taking place.
      5. Infractions will be governed by the MPL Penalty Index, which can be found in the Appendix A.\
    3. Penalties for Policy Breach
      1. If the MPL official determines that a Team or Team Member has violated the Official Rules, or other rules of MPL, the MPL official or the MPL Operating committee may assign penalties at their sole discretion.
    4. Player/ Team Behavior Investigation
      1. If the MPL official determines that a Team or Team Member has violated the Code of Conduct, or other Official Rules, the MPL official may contact the Team or Team Member to discuss the investigation, the Team or Team Member is obligated to tell the truth. If a Team or Team Member withholds information or misleads the MPL official creating an obstruction of the investigation, then the Team and/or Team Member is subject to penalties.
    5. Right to Publish
      1. The MPL official shall have the right to publish a declaration stating that a Team and/ or a Team Member has been penalized. Any Team Members and/or Team which may be referenced in such declaration hereby waive any right of legal action against the MPL, Moonton, and/or any of their parents, subsidiaries, affiliates, employees, agents, or contractors.
    6. Appeal
      1. In the event that a Team / Team Member who is subject to penalties has doubts about the MPL official’s decisions for the penalties, the Team / Team Member may file an appeal against the decisions with the MPL through email. The appeal will be reviewed by the MPL.
    7. Other Penalization principles
      1. Should any teams or players of the league violate rule 13.5,the Operating Committee has the right to implement penalties based on the actions of the team or player in question as per interpreted by the league. The MPL maintains the right to set the penalty whereby the severity may range based on the actions of the violators beyond the penalties stated in the rules and regulation. 
      2. Other than league penalties as per stated in the rules and regulation document, if the violation infringes or any law, the league has the right to turn over the violator and related information to local legal entities.
  14. Spirit of the Rules

    1. Finality of Decisions
      1. All decisions regarding the interpretation of these rules, player eligibility, scheduling and staging of the MPL, and penalties for misconduct, lie solely with MPL, the decisions of  which are final. MPL decisions with respect to these Rules cannot be appealed and shall not give rise to any claim for monetary damages or any other legal or equitable remedy.
    2. Rule Changes
      1. These Rules may be amended, modified or supplemented by MPL, from time to time, in order to ensure fair play and the integrity of MPL.
    3. Best Interests of the MPL
      1. The MPL and its Operating Committee will, at all times, may act with the necessary authority to preserve the best interests of the MPL. This power is not constrained by the lack of any specific language in this document. The MPL Operating Committee may use any form of punitive actions at their disposal against any entity whose conduct is not within the confines of the best interests of the MPL.
  15. Reservation of Rights

    1. League Operations reserves the right to cancel, suspend and/or modify MPL competition, or any part of it, if any fraud, technical failures, human error or any other factor within or outside of League Operations’ control impairs the integrity or proper functioning of the competition, as determined by League Operations.  If the competition is so terminated, League Operations reserves the right to determine the winners of said competition from among all non-suspect, eligible Participants.