Eight steps from a sign-up sheet to your first match night, with the Texas details national guides leave out.
To start a high school esports team in Texas, you need a staff advisor, a few interested students, one or two games, a room with capable hardware and wired internet, and a league to play in. UIL does not sanction esports, so Texas programs run as campus clubs or district activities and choose their own league. A school that applies by December 11 can play its first Texas Esports Conference match the week of January 11.
1. Find a staff advisor
Every team needs one adult who owns it: a teacher, librarian, counselor, coach, or activities director who will host practices, track eligibility, and travel to a few events a year. The job runs on organization and follow-through, so the advisor doesn't need to be a gamer.
If your campus already has a club sponsor model, esports fits into it. If it doesn't, ask your principal who approves non-UIL student activities; that office is usually the right starting point.
2. Gauge student interest
Post a sign-up form and mention it on morning announcements. Five to ten committed students is plenty for a first season. Ask each one which games they already play, because that answer shapes step 3.
Esports often draws students who aren't in any other school activity, a point worth bringing to your principal.
3. Pick one or two games
The Texas Esports Conference plays five titles, and they cover what most Texas high school players already play:
Rocket League (3v3) and Super Smash Bros. Ultimate (crews of 4) are the easiest starts: small rosters and modest hardware
VALORANT (5v5) and Overwatch (5v5) are popular and need capable PCs and bigger rosters
Marvel Rivals (6v6) is the newest, and a good fit if your students already play it together
Start with one title you can run well, and add a second once practices are steady.
4. Sort out space and gear
You need a room, machines, and reliable wired internet. From least to most expensive:
Your computer lab after school, if the PCs can run the game
A Nintendo Switch or two for Smash
Dedicated gaming PCs, the best experience and the biggest budget line
A couple of Switches and three capable lab PCs can field Smash and Rocket League teams. Bring your district IT team in early: competitive games need installs approved and network ports opened, and that request can take a while to move through a district.
5. Make it official
Because UIL does not sanction esports, there is no state rulebook to adopt. Texas programs run as a campus club or a district activity, and either works. Get sign-off from your principal or activities director, set a regular practice time, and write down basic expectations: academic eligibility, a code of conduct, and parent permission to compete.
TEC publishes a Scholastic eligibility policy you can adopt or adapt.
6. Choose a league
Practice holds a team together, and a real schedule gives it something to practice for. We built the Texas Esports Conference for Texas high schools: a statewide season run by a Texas nonprofit and planned around the Texas school calendar.
Weeknight matches. Teams play online from campus at 5:00 PM Central: Monday Overwatch, Tuesday Rocket League, Wednesday VALORANT, and Thursday Marvel Rivals and Smash. Fall break, Thanksgiving, winter break, and both Texas spring break weeks are protected, and there's no weekend play outside the in-person dates.
Both halves end in person. The fall mini-season ends at a one-day Fall Playoffs and Finals (December 5, 2026, at St. Edward's University in Austin). Spring runs nine match weeks of regional play, so you face schools in your area, into a one-day Regional Playoff in April and the statewide Championship in May.
One platform for the season. Schedules, standings, rosters, and match communication all run on Rally Cry at tec.rally.gg.
Support for new programs. Member schools get an onboarding module, five custom mousepads, and an opt-in recruiting portal that Texas colleges building rosters can see.
Open to private schools. Private and charter schools join on the same terms as public schools, TAPPS members and schools in other private-school associations included, and each one applies its own academic eligibility standard.
Published pricing. A full year is $500 per school, with a Varsity and a JV team in every title; extra teams are $100 each, per game.
Joining for spring 2027: spring membership is $300 per school, with a Varsity and a JV team in every title, or $150 for a single team in one title. Apply by Friday, December 11 so an invoice or PO clears before winter break. Spring rosters lock Friday, January 8, and Week 1 starts January 11. See every date on the season page, then apply for spring.
Other options: TAPPS also runs a league for its member schools, played on USAEL powered by Rally Cry for 2026-27 with the fee included in the annual participation form. National online leagues such as PlayVS charge high schools $595 for the 2026-27 year.
7. Plan the budget
Esports usually costs a school less than a traditional sport, but budget anyway. Common sources for Texas programs:
A line in the activities or athletics budget
A small activity fee per student
Booster club support
Local business sponsors
CTE and technology funds, especially if your program ties into broadcasting, production, or design pathways
8. Plan for year two
Year one builds the routine, and year two is when programs grow. After your first season:
Decide whether to add a title or a JV team
Write down what worked: practice schedule, parent communication, eligibility checks, gear upkeep
Find a student leader or two who can carry the program when seniors graduate
Frequently asked questions
Is high school esports a UIL activity in Texas?
No. UIL does not sanction esports, so Texas high school teams run as campus clubs or district activities and choose their own league. Private and charter schools can join the Texas Esports Conference too.
How much does it cost to start a high school esports team in Texas?
Hardware is the biggest variable. A Smash team needs a couple of Switches, a Rocket League team can run on three capable lab PCs, and Overwatch and VALORANT raise the hardware cost. Texas Esports Conference membership is $500 per school for the year, or $300 for spring only, with a Varsity and a JV team in every title.
Do I need to be good at video games to advise the team?
No. Advisors organize and support, and students bring the gameplay. The skills that make a good club sponsor are the ones that matter here.
Can our students compete in person?
Yes. Both halves of the Texas Esports Conference season end in person. The first Conference champions were crowned May 17, 2026, at the Boeing Center at Tech Port in San Antonio, and two schools from that pilot season went on to finish 1st and 3rd at VALORANT nationals. High school Smash crews also open the Metroplex Major at UNT Dallas on Friday, February 5, 2027.
Where do our seniors go next?
TEC also runs Texas Esports Collegiate for Texas colleges and universities, and our recruiting partner GGProspect is a free platform that connects high school players with college programs.
Ready to start
See the Texas Esports Conference, check the season calendar, and apply for spring 2027. Questions? Email info@texasesports.org or book a call, and we'll help you figure out what fits your school.
Texas Esports Collective is a Texas 501(c)(3) nonprofit running esports for high schools and colleges across Texas.
Last updated November 2026.