Kalashi
Each team fields exactly three active competitors per match; all must be at least eighteen years of age on the day of competition and hold a valid Kalashi competitor licence. Each active competitor must be of a distinct race; mixed-heritage athletes must nominate a single race for the season and may not switch mid-season. A team may register one reserve who must also be of a race not duplicated by any active teammate; substitutions are only permitted between rounds and never mid-round. Competitors under ban by the League Disciplinary Committee are ineligible. The contest area is a circle with a diameter of ten metres, centred and permanently inscribed on a level, non-abrasive surface. For adjudication, the boundary is treated as a vertical cylinder rising indefinitely; any part of a competitor’s body, equipment, or persistent effect fully crossing this cylinder is treated as out of bounds the instant it crosses. The boundary line is in-bounds; “out” requires complete passage beyond the outer edge of the line. The surface contains anti-tamper wards: the ring cannot be moved, erased, tunneled beneath, or dimensionally bypassed. Match format and victory condition: Matches are played as best of three rounds. A round ends immediately when one team has had all three members eliminated. A competitor is eliminated if they leave bounds as defined above, if the medical official declares them unable to safely continue, or if they verbally submit. If the last remaining members of both teams go out simultaneously, the round is declared simultaneous elimination and is replayed after a two-minute reset.
Natural gifts, learned techniques, and spellcraft are permitted provided they comply with safety and fairness provisions below. Weapons and tool-class items are prohibited, including blades, bludgeons, whips, bows, firearms, grenade-class alchemy, and concealed needles. Armour is permitted up to a league protection rating of two (light textiles, leather, or equivalent light arcane wards); rigid plate, powered exos, and fortress-class wards are prohibited. Grips, belts, wraps, and shoes are allowed if unweighted and non-adhesive. Adhesives, anchored tethers, pitons, and any device that fixes a competitor to the floor or boundary are prohibited.
Flight, levitation, telekinesis, and blink-step are permitted. Teleportation, phasing, planar egress, burrowing, and portal-class movement that bypasses the cylinder are disabled by wards and any attempt constitutes a foul if the athlete attempts to exploit a partial effect. If a flying competitor exits the cylinder at any height, they are out at the instant of breach regardless of floor contact. Grappled opponents carried aloft and moved out cause elimination according to the first body part crossing the cylinder; if the carrier crosses first, the carrier is out even if still holding the opponent inside.All effects are subject to the non-lethal output ceiling enforced by arena limiters. Direct lethal force, decapitation, spinal targeting, and windpipe crushing are banned. Bone locks and chokeholds are permitted to control but must release immediately upon opponent tap or referee stop. Fire, lightning, acid, necrotic and similar damage-typed effects are permitted only as crowd-control or vectoring tools within the limiter ceiling; sustained burns, tissue-destruction fields, and death-magic are prohibited. The limiter wards nullify catastrophic output; attempts to bypass limiters constitute a major foul and immediate disqualification.