Section One: Weekly Scheduling Procedures and Restrictions
1.1: Availability
All players must submit their availability for the upcoming week's schedule by the league's weekly deadline (set by the Scheduling Coordinator). Availability submissions are binding โ marking "available" and then failing to show is treated as an unexcused absence under Section 6.2 of Article I, not a scheduling issue.
1.2: Right to be Scheduled
Every active, available player has the right to be considered for a scheduled game slot during the week they submitted availability. GMs may not withhold a player from all scheduling consideration without cause; disputes go through the Article I escalation chain.
1.3: Right to Play
Every rostered player who is available and scheduled has the right to actual in-game participation, subject to the lineup and fatigue/line-rotation system. A player scheduled for a game but held out entirely without explanation may file a grievance per Article I, Section Four (4.3).
1.4: Weekly Lines
All lines for the week's games must be set on Sunday, before the weekly lock. Locked lines are final for that week's games unless a roster change (injury, trade) requires an emergency edit, which must be approved by the Scheduling Coordinator or Assistant Commissioner before the affected game.
1.5: Restrictions and Exemptions
- Players may not be scheduled for more games in a week than the league's maximum game-night cap
- Exemptions to weekly scheduling requirements (illness, real-life conflict, approved leave of absence) must be submitted in advance and are reviewed by the GM and, if disputed, the Scheduling Coordinator
- Repeated exemption requests without documentation may trigger a roster status review
Section Two: Scheduling Breakdown
2.1: Division Schedules
The Elite, Pro and Amateur divisions each run an independent schedule published at the start of the season by the League Director for that division. Schedules are built around confirmed franchise availability windows and released before the season begins, with weekly matchups locked according to Section One.
2.2: Game Times
All games are played at 9:00 PM or 10:00 PM Eastern Time. The APHL and the CHL use the same two start times. The nights are shown on the published schedule. GMs may agree to a different time within the same game night only with Scheduling Coordinator approval (1.5).
2.3: Holiday Game Schedule
Games falling on major holidays are subject to a modified schedule (postponement or shifted game time) at the Commissioner's Office discretion. Holiday schedule changes are announced at least one week in advance via official league communication (Article I, 1.1.3).
Section Three: Game Night Procedures
3.1: EASHL Pro Clubs Set-Up
3.1.1: Team Uniforms Set-Up
Each franchise must have its team uniform/kit finalized in-game (EASHL Pro Clubs) before the season begins, matching the franchise's registered team identity/colors on file with the league.
3.1.2: Team Arena/Rink Set-Up
Franchises must have their in-game arena/rink setup finalized before the season begins. Changes mid-season require notice to the Scheduling Coordinator so opposing teams aren't caught off guard on game night.
3.2: Game Night Session Set-Up
The home team (or designated host, per league convention) is responsible for creating the EASHL Pro Clubs session/lobby at the scheduled game time and inviting the away team's roster.
3.3: Game Night Timeline
- Both teams must be in the lobby, or in a party, 10 minutes before the scheduled game time
- The session should be created no later than the scheduled start time
- A 15-minute grace period after the scheduled game time applies before a no-show/forfeit is declared (see Section Five)
3.3.1: Game Night Procedure
- Home team creates the session and invites the away roster
- Both teams confirm starting lineups match locked weekly lines
- Stats input responsibility is confirmed (Section 3.5)
- Game begins; any disconnection follows Section Four procedures
- Post-game, stats are submitted per Section 3.5
3.4: Server Selection (Beta)
3.4.1: How Does It Work?
Server selection is a tool/process used to determine which platform region's servers a cross-platform or cross-region matchup will use, aiming to minimize connection issues (lag, disconnections) for both teams.
3.4.2: How Do I Use It?
Home team (or the team designated by the matchup rules) initiates server selection before creating the session, following the current server selection tool/process published by the Technical Admin.
3.4.3: PSN Server Selection Determination
For matchups on PlayStation Network, server selection follows the priority order published by the league (for example, the home team's region unless a documented connection issue history says otherwise).
3.4.4: Xbox Server Selection Determination
For matchups on Xbox, server selection follows the equivalent published priority order for that platform. Any disputes over server selection are resolved by the Technical Admin before the game proceeds.
3.5: Inputting Stats
3.5.1: Responsibility
The home team is responsible for inputting/submitting game stats unless otherwise agreed upon by both GMs before the game, or unless the league's stat system designates responsibility automatically (e.g., OCR-based Stat Recorder).
3.5.2: Inputting Options
Stats may be submitted via the league's OCR-based Stat Recorder system or, where unavailable, manual submission with screenshot/photo evidence per 3.5.3.
3.5.3: Required Stats and Pictures
At minimum, final score, individual player stats, and goalie stats must be submitted with a clear screenshot of the in-game post-game stat screen(s) as verification.
3.5.4: Forfeit Games Stats
Forfeited games are recorded per the forfeit procedure in Section Five (5.3.1) and do not require standard stat submission; the forfeit result is entered directly by league staff.
3.5.5: Computer Stats
Any stats accumulated by an AI/computer-controlled player (per the AI replacement rules) are excluded from official leaderboards and individual player stat totals, consistent with Article I roster/fill-in rules.
3.5.6: Goalie Stats
Goalie stats (saves, goals against, shutouts) must be submitted alongside skater stats and are subject to the same screenshot verification requirement.
3.5.7: Disconnection Stats
Stats accrued before a verified disconnection count toward the player's season totals; stats for the portion of the game missed due to disconnection (covered by an AI or replacement) follow 3.5.5.
3.5.8: Player Replaced Mid-Game
If a player is replaced mid-game (injury simulation, disconnection, or emergency substitution), the replacing player's stats for that game are tracked separately from the original player's stats, per the Stats Commissioner's reconciliation process.
Section Four: Disconnection Procedure
Updated: the disconnect, restart and forfeit procedure is now set out in Article IV, Section Eight. Where it differs from this Section, Article IV, Section Eight is the rule that applies (for example: a goalie disconnect ends the game and it is replayed, and a forfeit is a 3-0 win with no player stats).
4.1: A Player Loses Connection
4.1.1: Player Loses Connection Prior to the Game's Start
If a player disconnects before puck drop, the game may be delayed for a reasonable grace period (recommended: 5โ10 minutes) to allow reconnection before proceeding with an AI replacement or alternate roster player.
4.1.2: Player Loses Connection on the Opening Face-Off
A disconnection occurring at the literal opening face-off may be treated as a false start; both teams may agree to restart the session. If teams cannot agree, the game proceeds with the affected player replaced per 4.1.3.
4.1.3: Player Loses Connection During a Game
The disconnected player should attempt immediate reconnection. The game continues with an AI replacement or bench player filling in during the reconnection attempt, consistent with Article I, 6.4.
4.1.4: Unable to Return
If a player cannot reconnect within the allotted window (recommended: 10 minutes of game time or real time), the game continues to completion with AI/replacement coverage for that player's position for the remainder of the game.
4.2: Goaltender or Multiple Player Disconnections
4.2.1: Goalie Disconnections
A goaltender disconnection is treated with priority urgency given its impact on game integrity; the game may pause longer than the standard grace period (recommended: up to 10 minutes) to allow the goalie to reconnect before AI coverage takes over.
4.2.2: Multiple Player Disconnections
If multiple players from the same team disconnect simultaneously (e.g., a host migration event or regional outage), both GMs should consult with the Technical Admin on whether the game should be replayed in full rather than continuing with heavy AI coverage.
4.3: Restitution Penalties
A team found to have caused repeated or suspicious disconnections (manipulating connection to gain competitive advantage) is subject to review by the Discipline Officer and may face restitution penalties (e.g., game forfeiture, stat nullification) per Article I disciplinary tiers.
4.4: Coincidental Penalties
Disconnections deemed coincidental (verified connection/ISP issues, platform-side errors) affecting both teams roughly equally do not result in penalties to either side; the game stands as played unless both GMs and league staff agree to a replay.
4.5: Restarting Process
When a restart is warranted (per 4.1.2 or a Technical Admin determination), both teams must be ready to rejoin the session within a set window (recommended: 10 minutes) of the restart being called, or risk forfeit procedures under Section Five.
4.6: Additional Information
All disconnection disputes not explicitly covered above are reviewed by the Technical Admin, with escalation to the Commissioner's Office for any dispute affecting game outcome or standings integrity.
Section Five: Replays, Reschedules, and Forfeits
Updated: the disconnect, restart and forfeit procedure is now set out in Article IV, Section Eight. Where it differs from this Section, Article IV, Section Eight is the rule that applies (for example: a goalie disconnect ends the game and it is replayed, and a forfeit is a 3-0 win with no player stats).
5.1: Replays
A game may be replayed in full when: (a) a verified technical failure prevented fair completion, (b) both GMs mutually agree, or (c) the Commissioner's Office rules a replay is necessary to preserve competitive integrity. Replay decisions are final once issued.
5.2: Reschedules
Games may be rescheduled with a minimum of 24 hours' advance notice submitted to the Scheduling Coordinator, per Article I, Section Two (2.1) and Article IV (GM/Owner responsibilities).
5.2.1: Reschedule Restrictions
- Reschedule requests inside the 24-hour window require Scheduling Coordinator approval and are granted only for legitimate cause (documented emergency, platform-wide outage)
- A franchise is limited to a maximum number of reschedules per season (recommended: 2โ3) before further requests require Commissioner's Office approval
5.3: Forfeits
5.3.1: Forfeit Procedure
If a team fails to field a legal minimum roster within the 15-minute grace period (Section 3.3), the game is declared a forfeit. The forfeiting team receives a loss and the opposing team is credited a 3-0 win. No player stats are recorded for a forfeited game (Article IV, Section Eight). A game that was already in progress is handled under Article IV, Section Eight.
5.3.2: Forfeit Restrictions
A franchise that forfeits multiple games in a season is subject to review under Article IV (GM/Owner non-compliance) and may face additional discipline beyond the standard loss.
5.3.3: Gentlemen's Agreement
Both GMs may mutually agree to alternate arrangements (partial roster play, friendly rescheduling) outside strict forfeit rules when both sides are amenable, provided the agreement is reported to the Scheduling Coordinator for the record.
Section Six: Tiebreakers
6.1: Standings Tiebreaker Order
When two or more franchises are tied in the standings (for playoff seeding, promotion/relegation cutoffs, or awards consideration), ties are broken in the following order:
- Head-to-head record between the tied franchises
- Goal differential
- Total goals scored
- Fewest forfeits/disciplinary infractions during the season
- Coin flip / Commissioner's Office determination, if still tied
6.2: Application
Tiebreaker rules apply the same way in the Elite, Pro and Amateur divisions, and are calculated by the Stats Commissioner ahead of any promotion/relegation (Article I, Section Seven) or playoff bracket announcement.