Players Per Team
Maximum 10 players on the pitch at once, you can bring 3 substitutions.
Open competitive standardFree to adoptOwned by no league
One versioned, citable rulebook for competitive VRFS. Adopt it as-is, cite it in your own docs, or point a disputed call at a single rule number. Any league can use it; none of them own it.
3 sections28 rules2 demonstration clips5 contributors
Maximum 10 players on the pitch at once, you can bring 3 substitutions.
This is the default VRFS ball, as seen in the picture. Any ball with classic physics.

There will be 20 minutes per half of the match.
The lobby must use light rules, with no weather modifiers and throw ins must be turned on.
A maximum of 6 minutes of extra time are allowed.
After the first round of extra time, 2 more halves of 6 minutes will be added, then if the match is still a draw then the match goes to penalties.
When the clock reaches the end of a half, follow these steps in order: 1. The attacking team is entitled to a minimum of one additional minute ("Last Attack"). 2. The code holder must add this minute before the half can be taken off. 3. The added time may be extended further, but only while the ball has not yet left the defending team's half. 4. Once the ball leaves that half, no further time may be added, and the half must be taken off immediately. 5. If the code holder fails to add the minimum one minute, the attacking team may have the ball brought back. They are awarded a free kick, or a penalty if the passage of play was inside the box.
Gloves must be used above the waist when an on-target shot is inbound from outside of the box. If shot is saved without gloves from an outside the box shot a penalty will be awarded whether the shot was on or off target.
Height glitching is not allowed, you must not artificially manipulate your height. A diagram is shown below on what qualifies as height glitching.
Short glitching is not allowed, you must not artificially manipulate your height. A diagram is shown below on what qualifies as short glitching.
You must not artificially manipulate the lengths of your legs for an aerial advantage. A diagram is shown below on what qualifies as leg glitching
You cannot physically walk in your playspace to gain a competitive speed advantage. A video is linked below as a demonstration.
You must not jump of a surface to gain an aerial advantage, for example a bed. A video is linked below as a demonstration.
No verbal abuse to anybody in the lobby, just be nice.
No abusing referees, which also goes under discrimination, but a referee's decision is final, unless overturned by a league official post-match.
You may not use any external mods to modify your game to your benefit, using HZ is allowed.
You may not use a VPN to modify your region. This can be checked by a requested hardware check from a match official, where you must stream your entire view and follow instructions to prove a VPN is not active. This check can only be requested on genuine suspicion that a VPN is active, raised by a match official or the opposing team.
You may not remain on the pitch if your connection strength is below 3 bars, when it returns you may re-enter the pitch on referees confirmation.
Matching team kits must be worn
You may not move the ball in between your feet to dribble or pass so it "Glitches". This will result in a foul.
You are allowed a maximum of three challenges - 1 handed swing: 1 challenge - 1 handed stomp: 2 challenge - 2 handed swing: 2 swings (AIR ONLY) - 2 handed swing on floor : 3 attempts
What is classified as a challenge is attached.
Anything more than 3 will be a foul. More in depth detail is in later rules.
You may only stomp once, then one swing. Any challenge after that will be a foul, stomping is the action of slamming your foot into the ball causing it go glitch out
On the floor: You may only two hand swing on the floor once, the next challenge will be a foul In the air: You may two hand swing once, then a one handed challenge, any more or another two hand swing will be a foul
The player on the ball can not be pressed by any more than 2 opposition players, doing so will be a foul. Examples below.
You may not use your feet to block the goalkeeper from taking their goal kick, doing so will result in a yellow card and the kick will be retaken You may not also enter the D when a goal kick is being taken, this will also result as a foul However, if you actively moving to the correct position and the goalkeeper hits you mistakenly without a clear attempt to block then this is barred.
You may not use your feet to block the thrower from throwing, doing so will result in a foul, you may not use your feet until the ball has either touched the floor or after the first touch
Outfield players must not use the goalkeeper dash at any point, doing so will result in a penalty
You may not use your feet from a corner until the first contact or when the ball touches the floor, goalkeepers must use gloves for the first shot The ball must have contact with the corner lines or whatever play results will be null.
Every version is kept at its own URL, so a league that adopted an earlier one can still cite exactly what it adopted.
Initial Creation
There is nothing to sign and no fee. A league adopts the ruleset by naming the version it runs on.
State the version in your league rules: runs on ONE1 Ruleset v1.0.
Link rule numbers directly. Referees can send /rules#2.1 mid-dispute.
Follow the changelog. Versions never change under you — new ones get a new number.
The people who wrote, refereed against and argued about v1.0.