EA SPORTS FC · League Constitution & League Structure

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Article II · Scheduling & Match Night Procedures

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Section 1: ๐Ÿ—“๏ธ Scheduling, Lobbies and Forfeits

9.1Fixtures and matchdays

Each league plays a round-robin schedule: every club plays every other club, home and away unless staff set a single round. The schedule is split into matchdays shown on the Fixtures page. Staff mark which matchday is current.

9.2Playing the match

The two clubs arrange a kick-off time through the forum or messages and play before the end of the matchday window set by staff. If staff have set a kick-off time on the fixture, that time applies. Clubs may agree a different time in writing if both GMs agree and it is inside the window.

9.3Who hosts

The home club creates the match lobby unless the two GMs agree otherwise. The host invites the other club's players and sets up the match to the game settings in Section 10 before inviting.

9.4Players in the match

Each club plays its submitted line-up. Both GMs should check the other club's players against the line-up before kick-off. A club may start a match with fewer than 11 humans under the minimum in 9.6.

9.5Waiting time

A club that is not ready at the agreed kick-off time has a grace period of 15 minutes. The waiting club should tell staff in the match thread or by message at kick-off time and again if it ends up waiting.

9.6Minimum players

A match can start if each club has at least nine human players. The game fills the remaining places with AI players. With goalies OFF, the AI goalkeeper is not counted as a missing human. A club with fewer than nine humans after the grace period forfeits under 9.7.

9.7Forfeits

A club forfeits a match if it:

  • does not turn up within the grace period,
  • cannot field the minimum in 9.6,
  • cannot field a goalkeeper under goalies ON (see 6.2), or
  • refuses to play after being told the match must be played.

Staff award the other club a 3-0 win. A forfeit counts as a win and a loss in the table and in the power rating. A club that forfeits twice in a season may be sanctioned under Section 21.

9.8Postponing a match

Staff may postpone a match for a reason such as a server outage, an EA outage or a large number of players being away. Clubs can request a postponement from staff at least 12 hours before kick-off. A postponed match is rescheduled inside the same season when possible.

9.9Both clubs absent

If neither club turns up, staff record a postponement or a double forfeit, whichever staff decide fits the case. A double forfeit gives neither club points.

9.10Late finish

Staff set a final date for every matchday. A match not played by that date is decided by staff: a forfeit if one club was at fault, otherwise a replay or void.

9.11Rematches and replays

A match is replayed only when these rules or staff say so. The replay uses the same line-ups unless a player is no longer eligible.

Section 2: ๐ŸŽฎ Game Settings

10.1The match type

League matches are played as 11 versus 11 online friendly or Pro Clubs matches with both clubs' human players, using the lobby the home club creates. Both GMs should agree before kick-off that the lobby settings below are in place.

10.2Default settings

These are the standard match settings. Staff can change them for a league or tournament and will say so:

  • Players per side: 11 (nine humans is the minimum to start; see 9.6).
  • Half length: 6 minutes per half unless staff announce a different length.
  • Game speed: Normal.
  • Injuries: Off.
  • Offside: On.
  • Fouls, cards and penalties: On, using the game's referee.
  • Extra time and penalty shoot-outs: Off in league matches. On in knockout matches unless staff say otherwise (see Section 17).
  • Weather, stadium and kit: home club's choice; both clubs must be able to tell the players apart.

10.3Controls and assists

Players use their own controller and control settings. Assists and settings built into the game are allowed as long as they are part of the unmodified game. Anything that changes the game's behaviour outside the game's own menus is cheating (Section 22).

10.4Cross-platform play

Players on different platforms can only play in the same lobby if the game's cross-platform feature allows it. A club should not depend on a platform that cannot join the home lobby. Staff decide any problem about platforms and will announce a platform policy where one is needed.

10.5Squads and kits

Clubs play with the squad and kit the game gives their Pro Clubs or friendly setup. Player ratings in the game do not matter to the league's rules. The league's own player ratings are not used in match play.

10.6Lobby check

Before kick-off the host checks the player list and the settings. If a setting is wrong, the match is restarted at 0-0 as soon as the mistake is noticed. A setting wrongly set that is not noticed until later does not cancel the match unless staff decide it changed the outcome.

10.7Recording the match

Both GMs should be able to prove the result. The final score screen and, where the game offers it, the match stats screen should be captured by at least one club. See Section 11.

Section 3: ๐Ÿงพ Reporting Results and Evidence

11.1Who reports

After a match one GM (or AGM) reports the score on the Fixtures page. The other club's GM then confirms it. A result counts, and updates the table and ratings, only when it is confirmed or when staff enter it.

11.2Reporting on time

Report within 24 hours of the match ending. If the other GM does not confirm within 24 hours of the report, they should be reminded and staff may confirm it. Staff can confirm a result with evidence even if the other GM did not respond.

11.3Disputes

If the other GM thinks the reported score is wrong they press Dispute. The match goes back to scheduled and staff decide it using the evidence from both clubs. Both GMs must send what they have within 24 hours.

11.4Evidence

The most useful evidence is a screenshot or clip of the final score screen with both club names visible, and the match stats screen if the game shows it. A GM who cannot provide evidence for a disputed score should expect the other club's evidence to be accepted.

11.5Penalties in the score

In knockout matches, if the score is level after normal and extra time, the penalty shoot-out score is entered too. The shoot-out must have a winner.

11.6Correcting a mistake

Once a result is confirmed it is final. A GM who made a mistake should tell staff straight away. Staff can correct a result and every correction is recorded in the audit log.

11.7False reports

Reporting a score you know is wrong is a serious offence under Section 22. Both clubs can be sanctioned if both agree a false result.

11.8Statistics

Match scores are the official league record. Goals, assists and other individual statistics are tracked only if staff open a stats system. Until then individual statistics are not official.

11.9Forfeits and staff results

Results entered by staff, including forfeits, count the same as played matches. A forfeit is recorded as 3-0.

Section 4: ๐Ÿ“ถ Disconnections, Lag and Technical Problems

14.1No one is to blame for a dropped connection

Online games drop connections. The rules below aim to be fair to both clubs and to stop anyone gaining from a disconnection. A disconnection is not a reason to blame the other club or the league.

14.2A player drops

If a player disconnects, the game continues with an AI player in his place. The club should rejoin the same player if he comes back, or bring on a bench player in line with 14.4. The match is not stopped.

14.3Goalkeeper drops

With goalies ON, if the goalkeeper disconnects the AI takes over. The club may bring on the bench goalkeeper at the next stoppage. A club with no bench goalkeeper plays on with the AI.

14.4Substitutes and rejoining

A bench player listed on the submitted line-up may join a vacant human slot at a stoppage of play. A club may use at most the bench slots it has on the line-up and may not bring on a player who is not on the line-up. The two GMs should agree on when to bring a player on so play is not disrupted.

14.5The match is voided or replayed

A match is replayed from the start (0-0) in these cases:

  • The game or servers crash before half-time.
  • A lobby problem means the settings were wrong (see 10.6).
  • Staff decide a serious technical failure made the match unfair.

14.6The match crashes after half-time

If the match ends because of a server or game crash after half-time, the score at the time stands as the result if both clubs agree. If they do not agree, staff decide, and may order a replay.

14.7A club loses too many players

If a club falls below nine human players for more than five real-time minutes because of disconnections, the other club may ask staff to rule. Staff may award a forfeit to the other club if the shortage is not fixed. A club that falls below nine because of a game or server problem is not punished.

14.8Evidence of technical problems

A club that claims a technical problem must report it to staff within 24 hours with whatever evidence it has, such as screenshots of an error message, the time and the platform.

14.9Repeated problems

A player who keeps disconnecting, or whose connection regularly makes matches unfair, may be asked to fix the problem. If it continues, staff can move him out of the line-up or the club. Staff can look at patterns of disconnects at times that help a particular club.