Back

Match Rules

Note: As of 2025-04-24 these are not finalised.
Please visit the FAQs page for questions about the bot and server.


1. Teams and Matches

1.1.Tracks may only be played once during a match. If a team chooses a track that has already been played (a repick) and the game selects it, they will receive a -30 point penalty. This includes picking random tracks.
1.1.1.For any successive repicks (including picking random), the penalty will be increased by 30 points; for example, if a team re-picks twice, they will receive a -60 penalty on their second repick, for a -90 points deduction in total.
1.2.Teams must play the full amount of matches available to them.
1.2.1.Each team will play a series of matches, consisting of 12 races against their opponents, in a 6v6 format.
1.2.2.Which teams are playing in a season is decided before it starts - new teams cannot be admitted during a season's run.
1.3.A team must confirm their lineup before their scheduled match. All players in the team's lineup must "Sign Up" through the Cheep Cheep Discord bot. Please don't change the lineup after the scheduled start time.
Please visit the FAQs for instructions on the Cheep Cheep bot.
1.4.The members of a team must use an agreed upon clan tag (identifying characters at the start of a player's name, eg: ¥★zy) on their Switch profile's name.
Please note that the character limit for a Switch profile's name is 10.
1.4.1.The clan tag must be the same for each member of the team, and should be used throughout the entire match.
1.4.2.Differing teams cannot use the same clan tag, and different teams may not use tags that begin with the same character (uppercase and lowercase of the same letters), and hiragana and katakana tags of the same sound
eg: あ★hataraku, ア★konota are not allowed.
1.5.Teams must be present for each of their scheduled matches.
1.5.1.After the room has been made, the races will start no later than 15 minutes after the scheduled time
Please check the scheduled times on the matches page or via Discord events.
1.5.2.All matches are 6v6 by default. Teams with only 5 players available must play 5v6 by default. 5v5 (or a lesser format) is not allowed unless stated otherwise by the board.
1.5.3.Failure to get at least 5 players in the room at the scheduled time will result in a 0-493 score in the opponent's favor and a potential disqualification from the event.
1.6.If a player disconnects during a match, the score of the AI racer on that race will be counted towards that racers total points. (See 3.1 in case more players disconnect).
1.7.Please screenshot the results screen after every race and at the end of the match, it helps to solve any issues that may arise (disconnections, points needing to be added, etc.)
1.8.In the event of teams being tied on points at the end of a season, their highest finishing positions will be compared to determine their ranking.

2. Hosting

2.1.A host, who will be responsible for setting up the lobby with the correct rules and sharing the Room ID, will be picked. Players can volunteer to be hosts, and the selected host should be based on criteria in 2.2.
2.2.Ideally, a host with an ethernet connection and an unrestricted NAT type (type A or B) should be used, NAT Type Info (Nintendo).
2.3.The host should start the room with the following race settings:
Class: 150cc
Teams: No Teams
Items: Normal Items
CPU: Hard CPU
CPU Vehicles: All Vehicles
Race Count: 12 Races

3. Disconnections and Lag

3.1.If a player disconnects before the first race starts (by the end of the Lakitu Countdown), the room must be restarted. This rule only applies once, so a subsequent disconnection of this nature will be ignored and the room will not be closed.
3.2.If 3 or more players disconnect or experience item lag (delayed items consisting of only coins or shrooms) in at least two different item sets during a race, the race will not count and the room should be reopened.
3.3.If a race does not finish due to lag, the race will not be counted and the room will be reopened.
3.4.If possible, please attempt to capture video evidence of the individual who could be causing lag in the room, with player and staff discretion, that individual may be told to fix their connection before playing again.
3.5.If the above rules are triggered, a change of host may be requested.

4. Disqualifications

4.1.If there is a player on the university's team that is not a member of said university, they are disqualified from that match and the team will not receive any points for that match (the same point rules as forfeiting mentioned in 1.5.3 apply).
4.2.For other blatant offenses (cross-teaming, hacking, etc.) disqualifications will also apply.
4.3.If repeated violations occur, the board reserves the right to remove that team from the entire UMKL. Board members cannot review infractures relating to their own team.