Official Rules

North American League TagPro (NALTP). This page is the single source of truth for league policies.

NALTP Season 39 Official Rules


1. League Overview

1.1 What is NALTP?

North American League TagPro (NALTP) is a competitive league for the browser game TagPro, organized into three tiers based on skill level. Each tier has its own schedule, rules, and teams.

1.2 The Three Leagues

LeagueAbbreviationGame Night
Major League TagProMajorsSunday
Minor League TagProMinorsMonday
Novice League TagProNoviceWednesday

No team will have a recognized affiliation with any other team in any league. Each team operates independently.

1.3 How to Sign Up

Signups and announcements are managed through the NALTP community platforms:

  • [SIGNUP LINK] — Sign up here to join the current season
  • [DISCORD LINK] — Join the community Discord
  • [SUBREDDIT LINK] — Visit the NALTP subreddit

1.4 Season Structure

Each season follows this general flow:

  1. Signups open
  2. Drafts (Majors first, then Minors, then Novice)
  3. Regular season — weekly matches for each league
  4. Add/drop and free agency periods mid-season
  5. Playoffs — all leagues conclude in the same week by default

1.5 Teams

  • Majors and Minors: Each team has a roster limit of 4 players.
  • Novice: Unlimited roster size.
  • Each team has one official General Manager (GM) and may have one official co-GM, plus any number of unofficial co-GMs.

1.6 Match & Game Definitions

These terms are used precisely throughout the rules:

  • Game — A single 10-minute period of play.
  • Match — A full weekly matchup consisting of five games (50 minutes total). There are no halves.
  • Series (playoffs only) — A best-of-seven games playoff matchup.

1.7 Servers

All NALTP matches are played on Chicago servers. See Section 8.2 for full server configuration details.


2. Leadership & Governance

2.1 The Committee for Rules and Coordination (CRC)

The CRC is the governing body of NALTP. It is responsible for interpreting and enforcing rules, managing disputes, approving roster moves, and overseeing the general operation of the league.

2.1.1 Structure

  • The CRC consists of 3 members with equal voting power.
  • At the conclusion of every season, all CRC members are retired and become eligible for re-election.

2.1.2 Elections

Elections are held at the end of each season to fill all three CRC seats. The election is conducted by the League Managers.

Seat 1 — GMs' Vote

The first seat is filled by a combined vote of all GMs from the previous season across all three tiers.

  • Voting method: Linear scoring Borda Count, n=1 (last place = 1 point, 2nd to last = 2 points, etc.)
  • All candidates must be ranked (full ranked ballot).
  • GMs who ran teams in more than one league still receive a single vote.

Seats 2 & 3 — Community Vote

The remaining two seats are filled by a vote of the NALTP community, defined as:

  • Players and General Managers from the previous NALTP season, and
  • Players signed up for the current season's draft whose last season of play was within the past 5 NALTP seasons.

Voting method: Single Transferable Vote (STV) with partial ranked ballots. The two candidates with the most votes fill seats 2 and 3.

Election applications are made public before voting opens so the community has time to review candidates. The same applicant list is used for all three seats.

2.1.3 Mid-Season Vacancies

If a CRC seat becomes vacant mid-season (due to retirement, a Vote of No Confidence, or other reasons), the remaining CRC members appoint a replacement for the remainder of the season. At season's end, that seat enters the normal election process. The appointed member has no term restrictions and may immediately run for election.

2.1.4 Current Members

The Season 39 CRC: FLY, Rain, and Button.


2.2 League Managers (LM)

The League Managers handle the day-to-day operational infrastructure of the league.

2.2.1 Responsibilities

League Managers are responsible for, but not limited to:

  • Managing signups and the player big board
  • Statistics collection and majorleaguetagpro.com maintenance
  • Awards voting
  • Maintaining the information hub, schedule, logos, jerseys, and rulebook (in coordination with the CRC)
  • Maintaining the competitive Discord server

The CRC may demand full access to any league administrative tools, including the league bot and any other tool deemed appropriate, to ensure smooth operation.

2.2.2 Appointment & Retirement

  • The League Manager role is not elected.
  • No League Manager may retire without first naming a suitable replacement, subject to CRC approval.

2.2.3 Current Members

  • League Managers: Cheezedoodle and Poeticalto
  • League Manager Assistant: Phreek

2.3 General Managers & Co-GMs

2.3.1 General Manager (GM)

Each team is led by a General Manager (GM). GMs are non-playing team leaders who manage their roster and represent their team to the CRC. All GMs receive the same number of TagCoins for the draft.

2.3.2 Co-GMs

  • Each team may have one official co-GM and any number of unofficial co-GMs.
  • The official co-GM may be changed at any point during the season by notifying the CRC.
  • Co-GMs assist the GM with team management, scrimmages, and other duties, and may fill out forms on the GM's behalf with appropriate notice from the CRC.
  • Official co-GMs may not be members of any other team in their league.
  • If an official co-GM ends up on another roster in the same league, they are removed from their co-GM role.
  • Official co-GMs may not be announced before the draft if there is a chance they could be drafted into the same league as their affiliated team.

2.3.3 GM Duties

GMs are responsible for:

  • Drafting and managing their team roster
  • Declaring a default game time for their team
  • Representing their team to the CRC
  • Sourcing or creating team graphics
  • Organizing scrimmages
  • Voting for two CRC members at the end of the season
  • Any other duties requested by the CRC or their team

Co-GMs are responsible for assisting the GM and filling in when they are unavailable.

2.3.4 Eligibility & Restrictions

  • Any player not banned from NALTP or TagPro may apply for a GM or co-GM role unless otherwise announced by the CRC.
  • CRC members may not serve as GM or official co-GM under any circumstances.

2.3.5 Selection & Terms

  • GMs are approved by a majority CRC vote.
  • Co-GMs do not require CRC approval unless banned or otherwise ineligible.
  • All GM roles are for a single season only.

2.3.6 Mid-Season GM Vacancy

If a GM steps down or is removed by the CRC, the CRC will determine a replacement. The former GM's team may receive priority in the waiver wire, call-ups, or replacement players as determined by the CRC.


2.4 Rookie Integration Officer (RIO)

2.4.1 Structure & Appointment

The RIO is a single appointed (non-elected) position. If the RIO retires or steps down, the CRC fills the position by majority vote. The RIO may be removed via the Vote of No Confidence process described in Section 13.4.

2.4.2 Duties

  • Directly reach out to all rookie signups each season to explain the league structure, rules, and playing expectations.
  • Help maintain the Competitive Rookies server and invite new rookies.
  • Work with the LM and CRC on smurf checks and rookie retention.

2.4.3 Current RIO

Season 39 RIO: timmysumball


3. Player Eligibility & Signups

3.1 How Signups Work

Players sign up indicating which league(s) they are available for. After each draft, undrafted players automatically cascade down:

  • Players undrafted from the Majors draft are entered into the Minors draft.
  • Players undrafted from the Minors draft are entered into the Novice draft.

3.2 Overqualification Restrictions

Some experienced players are restricted from playing in lower leagues even if undrafted at a higher level.

Restricted from Minors and Novice if the player indicates no Sunday availability AND meets any of the following from their most recent NALTP season:

  • Played the majority of their minutes in Majors, or
  • Is deemed by the CRC to be beyond Minors-level skill.

Restricted from Novice if the player indicates no Monday availability AND meets any of the following from their most recent NALTP season:

  • Played the majority of their minutes in Minors, or
  • Is deemed by the CRC to be beyond Novice-level skill.

It is each player's responsibility to confirm their own eligibility before signing up.

3.3 Novice-Specific Signup Eligibility

Players with fewer than 110 minutes of competitive experience may sign up directly for the Novice draft without entering the Majors or Minors drafts, unless deemed too skilled by the CRC. Other exceptions are considered case-by-case.

3.4 Other Eligibility Rules

  • Players removed from a league draft by the CRC are not eligible for lower-league drafts.
  • Signups with zero availability on all game nights will be contacted by the CRC and removed if unresolved.
  • Players determined to be manipulating their draft value may be removed from the draft. See Section 10.4 for details.
  • Players dropped in a previous season for Gross Inactivity or misconduct may be barred from NALTP at CRC discretion.
  • All players are limited to one name for the entire season, used across all tiers.
  • All other eligibility cases are handled on a case-by-case basis by the CRC.

4. Drafting

4.1 General Draft Information

  • Specific draft dates and times will be announced by the CRC before each draft.
  • Each league's draft takes place on a separate day.
  • Drafts run in order from highest to lowest tier: Majors → Minors → Novice.
  • The Majors and Minors drafts continue until every roster is full (4 players per team).
  • The Novice draft continues until all remaining eligible players are assigned to a team.

4.2 TagCoins

TagCoins (TC) are the bidding currency used in auction drafts. There are three distinct types that cannot be exchanged for each other:

AbbreviationUsed In
TCMMajors auction draft and add/drop periods
TCNMinors auction draft and add/drop periods
TCANovice auction draft and free agency periods

TC budgets:

Every team receives a budget of 200 TC for their league's draft. All teams start on equal footing.

Remaining TC at the end of a draft is kept by the team and used in add/drop and free agency periods.

The CRC and/or League Managers may apply TC penalties for GMs who misbehave, misuse draft tools, or impede the draft.

TC may not be spent to remove a player from a roster and return them to the draft board.

4.3 The Auction Draft

4.3.1 Nominations

  • GMs are responsible for submitting nominations unless otherwise arranged with the CRC.
  • The CRC may decline non-GMs from submitting nominations but will work with GMs who need a substitute.

Nomination order:

Nomination order is randomly assigned and snakes in reverse after each round. Teams with tied TC balances will have their order randomly assigned.

Nomination spots may not be traded.

4.3.2 Bidding Process

  • Nominations continue until every team has exactly 4 players. (Novice transitions to a snake draft once each roster has 4 players.)
  • If a team already has 4 players and reaches the top of the nomination order, their turn is skipped.
  • The nominating team sets a starting bid between 0 TC and their full remaining TC.
    • A player nominated at 0 TC who receives no other bids is returned to the draft pool unless the nominating team opts to keep them for 0 TC.
  • If a team takes more than 30 seconds to nominate, the top undrafted player from the draft pool is automatically nominated at 0 TC on their behalf.

What is the draft pool/packet? The draft pool (also called the draft packet) is the ranked list of all eligible, undrafted players for a given league, ordered roughly by perceived skill. It is maintained by the League Managers and shared with GMs before the draft.

Trades, including those involving TC, are permitted during each draft. TCM, TCN, and TCA are distinct currencies and may not be swapped for each other.

4.4 The Snake Draft (Novice Only)

The snake draft is used in Novice league after the auction draft fills the first 4 spots on each roster.

4.4.1 Timing

The snake draft begins shortly after the Novice auction draft concludes — typically after a 10–15 minute break, unless announced otherwise.

4.4.2 Draft Order

Order is determined by each team's remaining TCA at the end of the auction draft. Since all teams begin with the same TCA budget (200), no proration is needed.

The team with the most remaining TCA picks first in round 1. Ties are broken with a random generator.

4.4.3 Pick Rules

  • Teams have 60 seconds to submit each pick. Failure to pick results in the top player from the draft pool being assigned automatically.
  • GMs may opt out of the snake draft entirely, in which case they receive the top draft pool player each turn.
  • After each round, the order reverses (snake format). The last pick in round 1 picks first in round 2, and so on.
  • Exception: The final round always follows the same order as round 1, regardless of the previous round.
  • In the final round, teams may pass on selecting a player. Teams may pass only while there are mathematically enough picks remaining to complete the draft.
    • Example: 8 teams, 5 players remaining — at most 3 teams may pass.
  • The snake draft continues until every eligible player has been assigned to a team.

5. Roster Changes

5.1 Trades

5.1.1 Regular Season

  • There is a single trade period during the regular season. The CRC may grant limited additional trades for conduct or conflict resolution.
  • The trade period begins at the conclusion of each league's draft and ends 24 hours before the conclusion of that league's final add/drop or free agency period.
  • Trades may be submitted by a GM or co-GM via the trading form.
  • All trades require approval from the GM or co-GM of both teams and may be vetoed by the CRC.
  • Trades deemed too one-sided may be rejected by a majority CRC vote.
  • Trades involving inactive players are not permitted. See Section 5.3.4 for Gross Inactivity drops.
    • Novice exception: Inactive player trades may be permitted if they serve to balance roster sizes. GMs are expected to be aware of the activity status of players in any proposed trade.
  • Not permitted in trades: Future draft picks, add/drop priority.
  • Permitted in trades: TagCoins.
  • Trades between leagues are not permitted.
  • Trades take effect immediately upon CRC approval unless GMs request otherwise.
  • Once submitted, a trade offer may not be retracted unless a party can show they were misled by the other in a significant way.

5.1.2 Postseason

No trades are permitted during the postseason.


5.2 Add/Drop Periods

What is an add/drop? An add/drop consists of dropping a player from a roster, then calling up a player from a lower league or the unassigned player pool.

5.2.1 Majors Add/Drop Periods

There are two add/drop periods in Majors during the regular season. There are no add/drop periods in the Majors postseason.

First Majors Add/Drop Period

  • Opens at the conclusion of the Majors draft.
  • Closes 24 hours before the Minors draft begins, or at midnight before week 1 games — whichever comes first.
  • Processed on a rolling, first-come, first-served basis via direct message or GMs chat.
  • Players may not decline a call-up during this period.
  • The CRC may deny call-ups based on availability restrictions, intentionally poor call-ups, or other relevant factors. Intentionally poor call-ups require a unanimous CRC vote to confirm.

Second Majors Add/Drop Period

  • Opens at the conclusion of week 3 games. Lasts approximately 48 hours; exact open/close times are announced by the CRC.
  • Majors GMs may claim any eligible player via a bidding process.
  • Players called up during this period may decline. Declining forfeits all future call-up and loan eligibility for the remainder of the season.
    • A player who believes they were called up maliciously may appeal to the CRC to restore their eligibility.

Second Period Bidding Process

A bid consists of one rostered player (obtained at auction) plus any amount of TCM.

  • Starting TCM equals the TCM remaining at the end of the auction draft.
  • Bid value = TCM value of the rostered player offered + additional TCM included.
  • All teams may bid on any eligible player in each stage. When a stage closes, players are awarded to the highest bidder.
  • If a team submits multiple bids in one stage, they are processed in descending value order. Equal-value bids on different players are processed in submission order. If multiple bids on a single player come from one team, only the most recent is counted.
  • Tiebreaker: If two teams have equal bids on one player, the team lower in the standings wins. If standings are tied but games played differ, the tiebreaker is based on percentage of standings points earned in games played.
  • When a bid is won: TCM equal to the amount of TCM included in the bid is deducted (not the value of the rostered player). The rostered player used in the bid becomes eligible in the next stage.
  • Bids are automatically reduced to never exceed available TCM. If the same rostered player is used in multiple bids and one wins, the others are voided.
  • A bid of zero TCM is valid if accompanied by a player obtained at auction. TCM must be spent in whole numbers.

First Period — Player Eligibility

  • Eligible to be called up: Any player who went unclaimed through the Majors draft.
  • Dropped players: Eligible for the Minors draft unless called up by another team during the remaining first period.
  • Called-up players: Removed from the Minors draft unless dropped during the remaining first period.

Second Period — Player Eligibility

  • Eligible to be called up: All rostered Minors/Novice players who passed through the Majors draft; unclaimed Majors draft players who confirm interest.
  • Dropped players: Eligible to be called up by any other Majors team for the rest of the open period. If unclaimed, they enter the Minors add/drop pool after confirming interest.
    • Players who decline to be dropped remain eligible for loans but not call-ups for the rest of the season.
    • Players dropped from Majors during the second period or later are not eligible for Novice free agency if they have played any Majors minutes that season.
  • Called-up players: May decline; doing so forfeits all future call-up and loan eligibility. Malicious call-up appeals may be made to the CRC.

No free agency periods exist in Majors.


5.2.2 Minors Add/Drop Periods

There are two add/drop periods in Minors during the regular season. There are no add/drop periods in the Minors postseason.

First Minors Add/Drop Period

  • Opens at the conclusion of the Minors draft.
  • Closes 24 hours before the Novice draft begins, or at midnight before week 1 games — whichever comes first.
  • Same rolling, first-come process as the first Majors period. Players may not decline call-ups.

Second Minors Add/Drop Period

  • Opens at the conclusion of the corresponding Majors add/drop period, or end of week 3 games — whichever is later. Lasts approximately 48 hours.
  • Completed in two phases:

Phase 1

Minors GMs who have a rostered player with mid-season DEP status may claim a player from the pool of eligible Majors drops, replacing their DEP player with the Majors drop.

  • The Majors drop is awarded to the highest bidder: bid value = TCN value of the DEP being released + any additional TCN.
  • Any DEP player removed from a roster during Phase 1 is ineligible for Phase 2.

Phase 2

Minors GMs may claim any eligible player via the standard bidding process (same mechanics as the Majors second period, using TCN instead of TCM).

Second Period — Player Eligibility

  • Phase 1 pool: Players dropped from Majors during the second Majors add/drop period who do not hold mid-season DEP status.
  • Phase 2 pool: All rostered Novice players who passed through the Minors draft; Majors drops not claimed in Phase 1 (after confirming interest); unclaimed Minors draft players who confirm interest.
  • Dropped players: Eligible to be called up by any other Minors team during the open period. Unclaimed drops enter Novice free agency after confirming interest.
    • Players declining to drop remain loan-eligible but not call-up eligible for the rest of the season.
  • Called-up players: May decline; doing so forfeits future call-up and loan eligibility. Malicious call-up appeals may be made to the CRC.

No free agency periods exist in Minors.


5.2.3 Novice Add/Drop & Free Agency

There are no add/drop periods in Novice league.

Player Drop Period

At the conclusion of week 3, GMs select between zero and one player to remove from their roster, as determined by the CRC. Removed players enter the free agency process.

  • The CRC may remove inactive players from free agency eligibility.
  • If an inactive player is selected for the drop, the CRC may require the GM to remove an additional player.

Free Agency Periods

There is one primary free agency period, followed by additional asynchronous periods as announced by the CRC. There are no free agency periods in the Novice postseason.

The primary free agency period begins after the second Minors add/drop period, or after week 3 Novice games — whichever is later. It runs in three stages:

  1. Stage 1: Eligible Minors drops are bid on.
  2. Stage 2: Players used as bids in Stage 1 become available and are bid on. Repeats as needed.
  3. Stage 3: All remaining free agents are drafted via a second snake draft.

Free Agency Bidding Process

This process uses TCA and follows the same mechanics as the Majors/Minors bidding process described in Section 5.2.1, with TCA substituted for TCM/TCN.

  • If two teams have equal bids, the team with the worse season record wins. Tiebreakers applied as needed.
  • Free agents receiving no bids advance to the second snake draft.
  • Example of bid stacking: A team with 20 TCA bids Player A–15, Player B–10, Player C–5. If they win Player A, their Player B bid reduces to 5, with priority over the Player C bid (also 5, submitted earlier).

Second Snake Draft

  • Order is determined by remaining TCA after Stage 2 of the primary free agency period (no proration).
  • Ties are broken randomly.
  • Conducted asynchronously, with GMs submitting picks to the CRC via direct message.
  • Follows standard snake draft procedure and continues until all eligible players are assigned.

Free Agency Player Eligibility

Primary free agency:

  • Minors drops from the second Minors add/drop period.
  • True rookies (fewer than 119 competitive minutes), unless assessed above Novice level by the CRC.
  • Players whose last competitive season was more than 6 NALTP seasons ago, accepted case-by-case if not above Novice level.
  • Majors drops who also become Minors drops are not eligible unless they have 0 total Majors minutes.
  • Players acquired in the primary free agency period may begin playing in week 4 Novice games.
  • Co-GMs seeking Novice entry must agree to enter free agency and are stripped of their title unless claimed by their own team. Refusing to play for another team may result in removal for collusion.

Additional free agency periods:

  • Open to true rookies only.
  • May be denied for players assessed above Novice level.
  • Players acquired may begin playing in any upcoming Novice games.

5.3 Drops

5.3.1 Overview

Drops fall into two categories: Gross Inactivity (GI) and Conduct. Both are processed by the CRC.

5.3.2 Timing

All GI drops and any waiver compensation are announced together shortly before the add/drop or free agency period for each league.

5.3.3 GI Drop Process

  1. A GM may appeal to the CRC at any point in the regular season to drop a player for Gross Inactivity (GI).
  2. The CRC contacts the player to verify the situation.
  3. The CRC determines whether to drop, hold, or forcibly trade the player.
  4. A GI-dropped player is ineligible to be added by any team in any league for the rest of the season.
    • Exception: The dropping team may re-add the player if there was a miscommunication or CRC processing error.
    • Minutes missed while GI-dropped do not count toward minute restrictions.
  5. Teams with an approved GI drop may receive waiver priority, free agency priority, additional call-up opportunities, or replacement players not currently rostered, as determined by the CRC.

Players drafted in the snake draft are not eligible to be GI-dropped.

5.3.4 Conduct Drop Process

  1. A GM or player may appeal to the CRC at any point to drop a player for conduct violations.
  2. Evidence must be submitted. The CRC investigates independently.
  3. If the player is found to threaten the league environment or community, they may be removed.
  4. Teams with a player forcibly dropped for conduct may receive similar compensation as in GI drops.

5.5 Dual Eligible Players (DEPs)

DEP status is a mid-season designation that allows a called-up player to continue competing in both leagues simultaneously.

  • Accepting a call-up automatically grants DEP status. The player continues playing in both leagues for the rest of the season.
  • To accept a call-up without obtaining DEP status, both the player and the lower-league GM must agree to release the player from the lower roster.
  • A player called up to Majors who plays in Majors games is ineligible for Novice games that same week, unless approved by the CRC.

5.6 Out of League Substitutions (OOLs)

An OOL may be requested when a captain or player is suspended, GI-dropped, or otherwise unable or unwilling to complete the season.

  • The CRC determines OOLs on a case-by-case basis and is not obligated to provide one.
  • OOLs are not provided for availability issues when a player is otherwise participating normally.
  • An OOL player retains the same restrictions as the player they are replacing.
  • OOL selection is not subject to GMs' veto.

5.7 Loans

Loans allow teams to borrow eligible players from other rosters.

5.7.1 Majors & Minors Loan Eligibility

A player is eligible to be loaned if:

  • They are rostered and passed through the draft of the league they're being loaned to.
  • They passed through a league's draft with gameday availability, even if not currently on a lower roster.
  • They were dropped in an add/drop period but not yet called up (as long as they don't play for two teams in the same league in the same week).
  • They were added to a Novice roster via free agency (eligible for Minors loans).

5.7.2 Loan Restrictions

  • Players may only play in one match per league per week.
  • Players may be loaned to the same team for a maximum of two weeks per regular season (any number of minutes).
  • Players may be loaned any number of times in the postseason.
  • Players loaned to a Majors team are ineligible for Novice that same week unless approved by the CRC.
  • Loans after the second add/drop period are only permitted to cover another player's availability issues.
  • If a player declines a loan opportunity in a given week, they forfeit the right to accept loans from other teams in that league for that same week.

5.7.3 Loan Priority

Regular season:

  • The first team to contact a player has loan priority for the upcoming week.
  • Teams may not contact players for loan opportunities until after midnight ET following the default game time of the previous week's matches.

Postseason:

  • The team which has loaned a player for the fewest total minutes (including regular season) has priority.
  • If the scheduled game is less than 24 hours away, priority goes to the first team to contact the player.

5.7.4 Hot-Subs

A hot-sub is a loan in which the loaned player participates in fewer than 40% of a match (less than 2 of 5 games). The CRC may retroactively label a loan as a hot-sub. Hot-subs labeled as such are not counted toward future loan eligibility.

Hot-subs must follow the same procedures as any loan unless prior CRC approval is granted.

5.7.5 Novice Loans

If a Novice team cannot field a full team, they may borrow a player from another team. In extreme cases, the CRC may approve a loan for a player not currently on any NALTP roster.

All Novice loans must be approved by the CRC before the player plays. Failure to obtain approval may result in forfeiture, forced replay, or TCA penalties.


6. Player Restrictions

6.1 Scheduling Restrictions

The CRC may enforce scheduling restrictions based on the availability a player indicates in their signup. Restrictions are communicated to the player and all GMs before the relevant draft.

Minute restriction formula:

Minutes restricted = Total available season minutes − (Weeks missed × 50)

Example: A player missing 1 week of a 6-week season receives a 250-minute restriction (300 − 50 = 250).

Minute restrictions are not tied to the specific week(s) a player will miss. If the conflict is resolved, the restriction still applies — but the GM may choose to fulfill the restriction by sitting the player a different week.


7. Maps

7.1 Map Selection

For each tier, the CRC selects maps using a method of their own choosing.

7.2 Playoffs

All maps from the regular season are eligible for pick/ban in playoffs.


8. Matches

8.1 Match Scheduling

8.1.1 Default Game Times

At the start of each season, after the draft, each GM submits their team's preferred default game time.

  • Submitted times must fall between 8:30 PM and 10:30 PM Eastern Time. Times outside this window are adjusted to the nearest boundary.
  • The default game time for a match is the average of both teams' default times, rounded down to the nearest minute.

Examples:

  • Team A: 8:30 PM ET, Team B: 10:00 PM ET → Default: 9:15 PM ET
  • Team A: 8:30 PM ET, Team B: 9:45 PM ET → Default: 9:07 PM ET

8.1.2 Default Game Days

LeagueDefault Day
MajorsSunday nights
MinorsMonday nights
NoviceWednesday nights

8.1.3 Rescheduling

Both GMs may agree to move a match to a different date or time, provided it falls within 48 hours of the default game time. The CRC must be notified.

  • The CRC may decline reschedules, especially those falling outside the 48-hour window or that could delay free agency, playoffs, or other key events.
  • Failure to notify the CRC may result in standings point deductions or other disciplinary action.
  • Once agreed and CRC-approved, the rescheduled time becomes the new default. Any further changes — including reverting to the original time — require fresh agreement from both GMs and the CRC, and must still fall within 48 hours of the original default time.

8.2 Game Settings

The following settings apply to all regular season and playoff games unless otherwise specified.

8.2.1 Standard Game Settings

SettingValue
Capture limitNone
Time limit10 minutes
OvertimeOn
Overtime respawn incrementDisabled
Overtime bonus Juke JuicesDisabled
Mercy ruleDisabled
Acceleration100%
Top speed100%
Bounciness100%
Player respawn time3 seconds
Boost respawn time10 seconds
Bomb respawn time30 seconds
Powerup respawn time1 minute
Powerup delay60 seconds
Last Possession Clutch TimeEnabled (Winnable Only)
Kissing Flag CarriersDisabled
UserscriptsDisabled
Respawn WarningsDisabled
Single World JoinerDisabled (default server)

Playoff game settings are identical to regular season settings.

8.2.2 Server Settings

All games default to Chicago. If Chicago is the only server in the central region, use the regional selection "Central." If multiple Chicago servers exist simultaneously, the one with the lowest number is default (e.g., Chicago1).

At any point before or during a series, both GMs may agree to play on a different server. Either GM may revert to default servers up until the match begins (or play resumes, if the agreement is mid-match). Once the match starts, servers are locked to the final agreed setting unless both GMs agree to change again.

Playoff server settings are identical to regular season settings.

8.2.3 Overtime Failure

If overtime cannot be played for any reason (incorrect settings, game crash, back-to-group callout, etc.), the teams will play a single golden cap game with these settings:

SettingValue
Time limit20 minutes
OvertimeOn
Capture limit1
Mercy ruleDisabled
ServerSame as the previous game
All other settingsStandard (as above)

No substitutions may be made between the failed overtime and the golden cap game.

The CRC may also award the overtime point(s) to either team based on fault, player positioning before the abrupt ending, or any other relevant factors.


8.3 Scoring & Standings

A points system is used alongside win/loss record to determine league standings:

ResultPoints
Win (regulation)3
Win (overtime)2
Loss (overtime)1
Loss (regulation)0

8.4 Minute Rules

Majors & Minors

There are no minute minimums or maximums.

Novice

  • Minimum: Any player present on game night must play at least 20 minutes.
    • Exceptions require CRC approval and are limited to availability issues, lagouts, or other relevant circumstances. If only one CRC member is online at the time of the conflict, that member has sole deciding authority.
  • Maximum: None.
  • Playoffs: No minute minimum applies during Novice playoff games.

8.5 Timeouts

8.5.1 Majors & Minors Timeouts

Early game (first 5 seconds of game clock or during initial countdown):

A timeout may be called if a player who was correctly positioned on the group page did not enter the game. Only GMs, official co-GMs (or an approved stand-in), and players already in-game may call timeout.

Mid/late game:

Timeouts are not permitted in Majors or Minors mid/late game. Teams are encouraged to have substitutes ready for connectivity issues. See Section 5.7 for hot-sub information.

If both GMs agree to return to group (for any reason including lagout or group joiner bugs):

  1. The team calling the timeout must return their flag to base before the timeout takes effect. (Full reset not required — the timeout begins upon the return, even if the flag is immediately re-grabbed.)
  2. If the calling team is winning, time rounds up to the nearest whole minute.
  3. If the calling team is losing, time rounds down to the nearest whole minute.
  4. All other game settings remain the same.
  5. Save .eus files from before and after the timeout — majorleaguetagpro.com can handle timeouts.

8.5.2 Novice Timeouts

Early game: Same as Majors/Minors early game rules above.

Mid/late game:

A timeout may be called if two or more players from the same team exit the game simultaneously. Only the team missing two players may call the timeout. Only GMs, official co-GMs (or an approved stand-in), and players in-game may call it.

Once called, the same flag-return and time-rounding procedures as above apply.

The CRC may assess caps, standings points, or game penalties in matches where a timeout is believed to have given either team an unfair advantage. Returning to a 4v4 match is not considered gaining an advantage.

Inappropriate timeouts:

If a team calls a timeout when they are not eligible to do so, the CRC may enforce forfeits, standings point deductions, or waiver wire penalties.


8.6 Substitutions

Live substitutions ("hot-subs") are permitted at any point during league games.

  • Teams may make as many substitutions as they like.
  • If a player is experiencing lag, they are allowed up to two refreshes before their GM may require them to substitute out.
  • A substitute may be in the spectator slot and may listen in on voice chat, but must remain muted until the substitution is made.
  • If a substituting team has more than four active players for an extended period, the CRC may assess a penalty.
  • If a player is unable to leave the match, an inactive fifth ball may remain in play, provided it does not disrupt gameplay. If the inactive ball disrupts play for an extended period, the four active players must attempt to move it to a less disruptive spot. Teams with a disruptive inactive ball may be assessed a penalty.

8.7 Game Start & Forfeit Rules

8.7.1 Starting a Game

  • Either team may share the group link at any time. A group link is considered shared when it is sent to every player on a team, or to a player who confirms they will share it.
  • The group leader may be a member of either team, the GM or official co-GM of either team, or a third party accepted by both teams.
  • If a GM or majority of both teams request the group leader to start, the game may begin at any time.
  • If a GM or majority of one team requests the group leader to start, the game must start if:
    • The current time is past the scheduled start time, and
    • The group link was shared at least 5 minutes ago.

8.7.2 Between Games

  • Once a match has started, the group leader launches each game after a GM or majority of both teams indicates they are ready.
  • A team must indicate readiness within 3 minutes of the previous game ending, unless a break is requested.
  • Each team is allowed one break per match, lasting up to 5 minutes. A break may be used before any game, including game 1.
  • If a pick/ban is the designated start of the match, teams must indicate readiness to play game 1 within 3 minutes of the pick/ban ending.

8.7.3 Forfeits

Any team delaying a game by breaking these rules may receive a forfeit, standings point deduction, or capture penalty at the CRC's discretion. If a game must be delayed for a CRC decision, no forfeiture will result from that delay.


8.8 Voice Channels

Players

  • Players who are not actively playing are considered non-players for that game.
  • Mid-game substitutes may begin talking in the voice channel once they have joined the game. The player being replaced must stop talking at the same time.

Non-Players

  • All non-player microphones must be muted for the duration of the game. Violations may result in waiver wire penalties, point deductions, or forfeiture.
  • Screen sharing is also not permitted for non-players.
  • Players from opposing teams who unmute in another team's voice channel may face disciplinary action.

Novice Exception

One GM or official co-GM per team is allowed to spectate and make in-game coaching comments during regular season Novice matches to help develop Novice-level play. They may not communicate timers (powerup, boost, bomb), player locations, or other tactical information. This exception does not apply during playoffs.


9. Playoffs

9.1 Team Eligibility

  • The CRC determines the number of playoff teams in each league.
  • Teams may not decline or remove themselves from the playoffs.
  • All Novice teams make the playoffs.

9.2 Seeding

Seeding is determined by total standings points earned during the regular season after any penalties.

9.2.1 Two-Team Tiebreakers

If two teams are tied on points, the following tiebreakers apply in order:

  1. Head-to-head record
  2. Points acquired vs. common opponents
  3. Cap differential vs. common opponents
  4. Total cap differential
  5. Total caps scored
  6. A 5-minute Open Field Masters (OFM) with one player from each team. The player must be eligible for that league; the GM chooses the player.

9.2.2 Three-or-More-Team Tiebreakers

  1. Points acquired in head-to-head matches (skipped if not all tied teams have played each other)
  2. Points acquired vs. common opponents
  3. Cap differential vs. common opponents
  4. Total cap differential
  5. Total caps scored
  6. A 5-minute Open Field Masters (OFM) round-robin tournament with one rostered player per team. The GM chooses the player.

If one team's seeding is resolved in a multi-team tiebreaker but others remain tied, the tiebreak process continues without resetting for the remaining teams.

9.3 Opponent Selection

In playoff rounds with more than 2 teams, teams select their opponents.

  • The CRC announces the selection deadline — typically within 24 hours of the previous week's games.
  • Selections are submitted directly to a CRC member and should include fallback options in case higher seeds have already chosen.
    • Example: "Select 8th seed. If unavailable, 7th seed. If unavailable, 5th seed."
  • Selections are processed from highest seed to lowest.
  • If a team fails to submit, their selection is skipped and the next highest seed's selection is used.
  • If multiple teams fail to submit, matchups default to highest vs. lowest available seed.

9.4 Playoff Match Format

9.4.1 Series Format

Each playoff round is a best-of-seven games series.

9.4.2 Pick/Ban Process

All playoff matches require a pick/ban. Pick/bans must be completed before the matchup at an agreed time.

Standard pick/ban procedure:

  1. The higher-seeded team chooses whether to be Team 1 or Team 2 for the pick/ban.
  2. Teams alternate picking maps from the pool and assigning them to games 1–7. The first team may choose any map and any game slot; subsequent picks may choose any remaining map and game slot.
    • At any point, either team may choose to select a color order (assign their team to Red or Blue for games 1/3/5/7) instead of picking a map. This may only happen once — once one team uses this option, neither team may use it again.
    • At any point, either team may ban a map instead of picking one. Bans may occur as many times as mathematically possible, until exactly 7 eligible maps remain.

On-stream / in-group pick/bans:

GMs may agree to conduct the pick/ban on stream or in the match group. The CRC must be notified at least 24 hours in advance so they can provide an overseer.

When conducted this way:

  • The pick/ban begins at the designated default match time and is considered the start of the matchup.
  • It takes place in the match's group link.
  • It is subject to the forfeit rules in Section 8.7.
  • Each turn may last no longer than 30 seconds. If a team exceeds 30 seconds, the other team may submit their next pick, resetting the 30-second timer for the team that was skipped.

10. Cheating & Integrity

10.1 General Cheating Policy

Cheating is strictly prohibited. Any player caught cheating will be dealt with on a case-by-case basis by the CRC. The severity of the punishment reflects the severity of the offense. The CRC may take any actions it deems appropriate for the good of the league.

Cheating includes, but is not limited to, the behaviors defined below.

10.2 Smurfing & Impersonation

Smurfing is playing or signing up under a name other than a player's most well-known name without disclosing that name in their signup. A player's name on majorleaguetagpro.com is a good reference for their most well-known name.

Impersonation — All players are expected to play under the name they registered with in their signup. Failure to comply when requested may result in team waiver wire penalties, point deductions, or suspension. Failure to comply during playoffs may result in forfeiture.

10.3 Scripts

Games are played with the "no scripts" group option. All scripts not permitted under that setting are prohibited.

  • Bots, bomb timers, boost timers, and powerup timers are strictly prohibited.
  • Certain scripts are prohibited on any production server (public, private, or league matches).

What is a production server? A production server is any live TagPro server accessible to players — as opposed to a local test environment. Scripts prohibited on production servers are banned in all play contexts, not just league games.

  • Players caught using prohibited scripts on a production server will be referred to the CRC for a case-by-case punishment, which may include referral to TagPro moderators and/or developers.
  • It is each player's sole responsibility to stay informed about which scripts are prohibited.

10.4 Stock Manipulation

10.4.1 Draft Stock

Manipulation of draft stock includes, but is not limited to: lying about availability, lying about ping or location, providing false information in signups, giving GMs different information than what was submitted in the signup, or making coordinated efforts to land on a specific team.

  • If a GM reaches out to ask if a player wants to play for them, the player may say no. This applies to interest forms, direct messages, or any other communication.
  • Signup comments or messages to GMs indicating a player is unlikely to attend most or all games will result in the signup being removed.
  • If a player tells a GM they do not want to play for them without being asked, it is considered manipulation.

10.4.2 Trade Stock

Players who manipulate to alter their trade value may be punished. Teams that benefit from this may also be punished.

  • Giving a GM an ultimatum to trade you is not acceptable. For example: "Trade me or I'm ghosting" is a bannable offense.
  • Players may ask for a trade and explain their reasoning. However, all players are expected to participate in the league regardless of which team they end up on.

10.5 Whistleblowing

  • Anyone with proof or suspicion of cheating should send a detailed message to the CRC or an individual CRC member. Whistleblower identities will be kept confidential upon request. A whistleblower form is also available on the current season's info hub.
  • If you suspect all CRC members of cheating, send a detailed message to any or all GMs.
  • Serious public accusations of cheating are prohibited without first conferring with multiple GMs or CRC members.

11. Etiquette

NALTP is a fun league. These rules exist to keep it that way for everyone.

  1. Be respectful. Any hate speech in NALTP or NALTP-adjacent channels or forums will result in an immediate ban from the season, with additional bans for future seasons as determined by the CRC.
  2. Trash talk is fine — targeted put-downs are not. Players are encouraged to talk up their own skills, even arrogantly, but may not put down other players or teams unless it is clearly a joke.
  3. Win and lose gracefully. Trash talk before the match is fine. Afterwards, be cool — especially if you won.
  4. Don't spam. Teams are subject to punishment if their players or GMs engage in unnecessary spam on community platforms or channels.
  5. Don't Be a Dick (DBAD). There is a catch-all DBAD rule. Violations are dealt with case-by-case by the CRC.
  6. No excessive in-game chat. Excessive or targeted group chat during league games will result in a warning and may result in a ban or team forfeiture if it continues or is deemed unruly by the CRC.

11.1 Group Trimming

At any point during regular season or playoff games, either GM may request to trim the group, requiring all non-essential members to leave. Players who may remain in a trimmed group:

  • The eight players scheduled to play in the upcoming game
  • Up to two legal substitutes per team (playoff games only)
  • Any member of either team's roster (regular season only)
  • The official GM
  • The official co-GM
  • A CRC-approved stand-in (only if both the GM and co-GM are absent)
  • The official match streamer
  • Any CRC members
  • Any League Managers

CRC members have the right to enter any official NALTP match group upon request.


12. Statistics

12.1 majorleaguetagpro.com

Statistics for all leagues are kept on majorleaguetagpro.com.

  • League Managers set up new seasons and grant CRC members commissioner-level access once setup is complete.
  • CRC members input weekly stats, maintain current rosters, and input the season schedule.
  • Certain CRC members or community helpers may be given access to input awards, trophies, and update the ticker.
  • Issues can be reported via the "Submit an Issue or Feature" button at the bottom of the page.

12.2 Stat Normalization

If a game is played 3v4, forfeited, or deemed noncompetitive by the CRC, stats may be thrown out or normalized at the CRC's discretion.

  • All determinations require a majority CRC vote.
  • CRC members who played in the game under consideration must recuse themselves.
  • CRC stat normalization decisions are not subject to GMs' veto.
  • Match results (win/loss) are kept regardless of stat normalization.
  • Any team found to be intentionally playing in a noncompetitive manner is subject to disciplinary action.

Possible normalization methods (the CRC may use any appropriate method):

  • Average game stats from other competitive games between the two teams.
  • Blanket reduction of all stats by a percentage (e.g., 25% or 50%).
  • Average player stats from other weeks of the season.

If a player accrues more than the maximum number of minutes for any reason (excluding overtime), their stats will be pro-rated to the maximum.


13. Voting, Vetoes & Rule Changes

13.1 How Voting Works

Official votes on league business are conducted directly on majorleaguetagpro.com. Sensitive matters may be submitted via private message to the CRC.

Note: On-site voting is a planned feature. Until it is fully implemented, votes will be collected through official league forms or other tools announced by the CRC.

Only GMs or official co-GMs (with prior CRC approval and only when the GM is unavailable) may formally vote.

Access to the official GMs' communication channel is limited to:

  • CRC members for the given season
  • GMs officially approved by the CRC
  • Official co-GMs in the extended absence of the GM, with CRC approval
  • Any community member confirmed to be drafting in the absence of a GM (removed at the conclusion of the draft)

When a co-GM votes or speaks on behalf of their GM, their message is the official representation of the team. The GM is responsible for any comments or votes their co-GM makes while representing them.

13.2 Rule Changes

  • New rules may be introduced by a majority CRC vote.
  • Major, structure-altering rule changes are restricted to the off-season where possible. Minor changes may be made at any point.
  • Rules are interpreted by the CRC. Disagreements on interpretation are resolved by majority CRC vote.
  • If a CRC member is personally involved in a dispute requiring a ruling, they must recuse themselves from the discussion and vote. Recused members may be consulted if needed.
    • A tied vote among remaining members is considered a failed vote.
    • If a tie cannot result in a failed vote, a League Manager casts the tiebreaker.
  • Any rule change affecting an upcoming or ongoing season is subject to GMs' veto.
  • Changes to CRC structure may only be made through a CRC vote, an independent committee, and/or a public referendum. These are not subject to GMs' veto.

13.3 GMs' Veto

GMs may use an official veto to overrule a rule change or CRC decision.

  • Vetoes may be used to undo new rules or rulings made by the CRC, or to re-enforce prior CRC rule changes that were subsequently reversed.
  • Vetoes may not be used to generate new rules.
  • CRC-approved trades are not eligible for GMs' veto.

To initiate a veto:

  1. A GM submits a request via the GMs' channel (with a CRC ping) or via direct message to a CRC member, specifying the decision to be vetoed and confirming the request is not in jest.
  2. The CRC notifies all GMs and calls for a second. If a second is already present, the veto proceeds immediately.
  3. The CRC organizes a private vote on majorleaguetagpro.com (or via form until on-site voting is available) with a stated deadline. Results are announced at the deadline or when the final vote is cast — whichever comes first.

Multiple vetoes may be active simultaneously. Timelines are at CRC discretion.

A veto passes with a 2/3 majority in favor. GMs who fail to vote are counted as voting against.

If a veto involves a player on a specific roster or the standings points of a specific team, that team's GM is ineligible to vote unless the CRC grants them an exception.

13.4 Vote of No Confidence (VONC)

At any point during the season, a GM may formally request a Vote of No Confidence against a CRC member.

  1. If a second GM supports the request, a vote is held.
  2. If at least 75% of all GMs across all tiers vote in favor of removal, the remaining CRC members vote on the final decision.
  3. If 2 of the remaining 2 CRC members vote in favor of removal, the member is removed immediately.
  4. If the remaining CRC members do not vote in favor, the member stays.

For vacancy information following a VONC, see Section 2.1.3.


Appendix

A.1 Forfeits

In the event of a match forfeit, wins and losses count as normal in the standings. Cap differentials are handled as follows:

  • The winning team's cap differential for the forfeit is set to the average positive cap differential of all other matches that week.
  • The losing team's cap differential is set to the average negative cap differential of all other matches that week.
  • If only one game is forfeited (not a full match), the average is taken from that specific game number across all other matches that week. (Example: If Game 2 is forfeited, the cap differential used is the average of all other Game 2s that week.)

A.2 NALTP Access to Team Communications

The NALTP CRC may demand full access to a team's official communication channels — including any Discord servers, forums, or other platforms — without needing to provide a reason. This access must be granted promptly.

A.3 TagPro Bans

Any player banned from TagPro is ineligible to play in NALTP. They may remain on the roster and resume playing once their TagPro ban is lifted. Playing on an alternate account to circumvent a TagPro ban will result in league punishment and referral to the TagPro Moderators.

A.4 CRC Interpretation Authority

The CRC has the right to interpret rules on a case-by-case basis in order to preserve the integrity and competitiveness of the league.

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