Rules
How the league plays. Every number on this page is the one the league applies right now.
Before Block 0: every match is casualCasual and rated
Right now no season is live, so every match is casual.
- Start rating
- 1000
- Rating change (K)
- 32
- K for the first 5 results
- 40
- Trust rank for rated play
- 50
- Casual matches move only the casual rating. They never count for a season, a rank, Block Height or Clan Hashrate.
- Rated play opens with Block 0, the start of a season. Before Block 0 and between seasons every match is casual.
- A match stays what it was when it started: casual stays casual, even if it ends in a season.
- Rated play needs a Trusted account. Casual games with members, and players who list you back as an opponent, raise your trust.
- The same two opponents count for a rated ladder at most 3 times a day.
Mining
Before Block 0 these are the values the board plans for the next season. Block 0 fixes them.
- Reward per win in era 1, at weight 1
- 2,100 sats
- Era length
- 28 days
- Minimum moves (chess, board games)
- 20
| Game and mode | Weight | Share of an era | Blocks per player a day |
|---|---|---|---|
| Chess blitz | 1 | 32 % | 5 |
| Chess daily | 2 | 32 % | 5 |
| Rocket League 1v1 | 1 | 36 % | 5 |
| Rocket League 2v2 | 1 | 36 % | 5 |
| Rocket League 3v3 | 1 | 36 % | 5 |
| EA Sports FC 26 1v1 | 1 | 22 % | 5 |
| EA Sports FC 26 2v2 | 1 | 22 % | 5 |
| EA Sports FC 27 1v1 | 1 | 22 % | 5 |
| EA Sports FC 27 2v2 | 1 | 22 % | 5 |
| Chess rapid | 1.5 | 32 % | 5 |
| Blockli blitz | 1 | 10 % | 5 |
| Blockli rapid | 1.5 | 10 % | 5 |
| Blockli correspondence | 2 | 10 % | 5 |
| Nine Men's Morris correspondence | 2 | 10 % | 5 |
| Checkers correspondence | 2 | 10 % | 5 |
- Rewards halve every era. The sats are paid once, after the season review, to the Lightning address of each player.
- A game and mode without a weight does not mine. Both EA Sports FC editions share one share and one daily limit, and so do the board games nine men's morris and checkers.
- The board can change weights, shares and limits during a season; a change only counts for blocks after it.
Games and modes
Each game and mode has its own ladder.
| Game | Mode | Series | Ladder of |
|---|---|---|---|
| Live | one game | players |
| Correspondence | one game | players |
| Live | one game | players |
| Blitz 5+3 | one game | players |
| Rapid 10+5 | one game | players |
| Daily | one game | players |
| Blitz 5+3 | one game | players |
| Rapid 10+5 | one game | players |
| Correspondence | one game | players |
| Blitz 5+3 | one game | players |
| Rapid 10+5 | one game | players |
| Correspondence | one game | players |
| Correspondence | one game | players |
| Correspondence | one game | players |
| 1v1 | best of 3 / 5 | players |
| 2v2 | best of 3 / 5 | clan lineups |
| 3v3 | best of 3 / 5 | clan lineups |
| 1v1 | best of 1 / 3 | players |
| 2v2 | best of 1 / 3 | clan lineups |
| 1v1 | best of 1 / 3 | players |
| 2v2 | best of 1 / 3 | clan lineups |
| 1v1 | best of 1 / 3 | players |
| 2v2 | best of 1 / 3 | clan lineups |
| 3v3 | best of 1 / 3 | clan lineups |
- Clan lineups play the team modes. The captain picks who plays each series.
- A series ends as soon as one side has won the majority of its games.
Casual 1v1
A quick match without a clan in Rocket League, EA Sports FC 26, EA Sports FC 27, Age of Empires II: Definitive Edition. Always casual.
- Press Ready
- 1 minute
- Host shares the lobby
- 5 minutes
- Guest joins
- 10 minutes
- Answer a no-show claim
- 5 minutes
- Report the result
- 1 hour
- Answer the report
- 30 minutes
- Find an opponent, or invite a player who is looking to play. An invite stays open for 2 minutes.
- You pair with the same platform, or with any platform when both allow crossplay. Never cross-platform: EA Sports FC 26: switch; EA Sports FC 27: switch.
- Both press Ready in time, or the match is off. The one who was ready searches again, first in line.
- The host is drawn. The host shares the lobby (Rocket League, Age of Empires II) or the EA ID (EA FC) in the encrypted match chat. The league never sees it.
- The clock of each step runs from the step before. When the other side misses its step, you can claim a no-show; unanswered, it is a forfeit.
- Nobody reports: the match is void. A report nobody answers is confirmed by the league.
- 2 forfeited no-shows within 1 day pause casual 1v1 for 30 minutes.
- A scheduled 1v1 names 1 to 3 times. The check-in opens 10 minutes before the start and closes 10 minutes after it; a side not checked in forfeits.
- You can send 10 scheduled challenges a day, 3 to the same player.
- After a result the room offers a rematch for 15 minutes.
Chess
Rapid 10+5, Blitz 5+3 live, or daily chess with one move a day. Each mode has its own Elo.
- First move
- 30 seconds
- Claim after a disconnect
- 1 minute
- Answer a daily challenge
- 2 days
- Live invite open
- 2 minutes
- Switch hint after
- 30 seconds
- Each side makes its first move within the time above, or the game is aborted. In a tournament a missed first move loses by forfeit.
- A daily game gives the side to move one day. A missed day loses on time; before both first moves it aborts the game.
- If your opponent stays disconnected from a running live game, you can claim the win after the time above.
- The live queue starts near your rating and widens the range by 150 every 30 seconds.
- The queue pairs only players who search the same mode. "Either" searches every live mode and takes the first opponent who fits; after the time above alone you see who searches another mode.
- You can send 20 daily challenges a day, 3 to the same player.
Clan team match
Two clans play chess or Blockli on 2 or 3 boards at the same time, all in Rapid 10+5. The board points decide the team match.
- Boards
- 2 / 3
- Lineup lock
- 30 minutes before the start
- First move per board
- 10 minutes
- Rated team matches per clan pair
- 1 per 7 days
- Team matches are played in rapid only. The challenging captain picks 2 or 3 boards.
- Each captain names one player per board until 30 minutes before the start. A clan without a full lineup at the lock loses the whole team match by forfeit; if neither clan named one, it is void.
- At the lock the league orders each side by rapid Elo: the strongest player plays board 1. The challenging clan has White on boards 1 and 3.
- Every board starts on its own at the agreed time. The side to move has 10 minutes for the first move, or loses that board by forfeit. A board the league starts late still gives at least 1 minute from its actual start.
- A board forfeit counts one point for the side that showed up. A board where neither side moved is void and counts for nobody.
- A win is 1 point, a draw ½. The clan with more board points wins the team match and its +5 hashrate bonus. Equal points are a team draw: each clan keeps the hashrate of its boards, without a bonus.
- In a rated team match every board is a rated solo game on the rapid ladder. A friendly is unrated and earns no hashrate.
- Two clans play one rated team match per 7 days. Friendlies are not limited.
- From the lock until the end the named players cannot start any other game.
- Blockli team matches follow the same rules with a Blockli rapid lineup: the boards are ordered by Blockli rapid Elo, the challenging clan has the first move on boards 1 and 3, and in a rated team match every board is a rated solo game on the Blockli rapid ladder.
Clan series
A clan lineup challenges another clan lineup to a series.
- Latest answer
- 7 days
- Latest start
- 14 days
- No-show after the start
- 20 minutes
- Unanswered report to the admins
- 2 hours
- The challenge suggests up to three times. The other captain accepts one or declines.
- Enter the result of each game after it; the score shows as provisional until both sides agree.
- One captain submits the final score, the other accepts it or reports a problem with evidence.
- A reported problem goes to the admins. Either side may submit a corrected score in the meantime.
Age of Empires II: Definitive Edition
The league's defaults for every Age of Empires II lobby, casual 1v1 and clan series. The host sets them when creating the lobby.
- Map
- Arabia
- Civilisations
- free pick
- Spectator delay
- 2 minutes
- Restart after a disconnect
- in the first 5 minutes
- Map Arabia. Each player picks any civilisation.
- Spectators are allowed, with a delay of 2 minutes. Watching your own match from a second account is a dispute.
- A player disconnects in the first 5 minutes of a game: restart it once, with the same civilisations and colours.
- A later disconnect loses the game, unless both agree to restart.
Age of Empires II: Definitive Edition tournaments
Every Age of Empires II: Definitive Edition tournament and cup is one lobby match. The league sets each lobby at the draw; its settings follow its players.
- Players per lobby
- 2 to 8
- Map size by players
- 2 Tiny, 3 Small, 4 Medium, 5–6 Normal, 7–8 Large
- Map
- Arabia
- Civilisations
- free pick
- Population
- 200
- Lock Teams
- Off
- Allied Victory
- On
- Victory
- Time Limit, 2 hours
- Spectator delay
- 2 minutes
- Restart
- once in the first 5 minutes
- Tournaments are one lobby match: every player is in one lobby of 2 to 8, split evenly at the draw (9 players: 5 and 4). Each lobby plays one game; nobody moves on.
- A diplomacy game: everyone starts alone, Lock Teams off, Allied Victory on. Alliances can be made and broken during the game.
- Victory: Time Limit, 2 hours. Allies still standing when it ends, or when everyone else is defeated, share place 1; everyone else ranks by the order they were defeated.
- Map Arabia, any civilisation, population 200. Map size by players: 2 Tiny, 3 Small, 4 Medium, 5–6 Normal, 7–8 Large.
- The league names each lobby and sets its password at the draw; both show on the tournament page to the lobby's players only.
- One player reports the places with a screenshot of the end screen, within 1 hour after the time limit; a tournament director confirms. A shared place 1 splits its prize equally.
Hyperbitcoinization
Risk with currency spaces: topple the central banks, take the map, collect sats as loot. Sats are game points, nobody pays anything.
- Players
- 2–6
- Territories
- 53
- Currency spaces
- 10
- Factions
- 6
- Live turn
- 90 seconds
- Correspondence turn
- 1 day
| Phase | What you do |
|---|---|
| Recruit | Fiat comes from territories and central banks. Buy plebs and place them. Leftover fiat is eaten by inflation. |
| Attack | Tap a glowing territory, then a pulsing neighbour. You see the odds before the roll. |
| Fortify | Move troops once per turn into a neighbouring territory of yours, then end the turn. |
| How to win | Knock everyone out, or hold the most central banks at the round limit. Sats are loot: they buy maxis and ASICs and are credited to you. |
- Units: a Fiat pleb costs 1 fiat (more in inflation), a Bitcoin maxi 2 M sats and adds 1 to the defence, an ASIC rig 3 M sats and adds 1 to the attack and cracks a central bank's defence.
- A central bank defends with +1, Swiss territory always. Holding a whole currency space gives its bonus: more fiat, cheaper plebs or more defence.
- Event cards (up to 7 in hand): Money Printer: +8 free plebs. Next round everyone pays 50 % more per pleb.; 51% Attack: Take a neighbouring territory with at most 3 units without rolling.; Lost Keys: The richest opponent loses 30 % of their sats.; Diamond Hands: One of your territories defends with +1 until your next turn.; El Salvador Move: Coin flip: your sats +25 % or −25 %.; Exit Scam: An enemy central bank loses 2 units.; Pizza Day: You lose 10 % of your sats but get 3 free plebs.; Lagarde’s Crystal Ball: +3 fiat and a look at the next card.; Buy the Dip: Plebs cost half this turn.; Not Your Keys: An enemy territory with exactly 1 unit turns neutral..
- The six factions (Bitcoiner, Fed, ECB, Goldbug, Shitcoiner, Nocoiner) play by the same rules; later seats start with a few extra plebs, so every seat wins about as often.
- Clan against clan: 2v2 or 3v3, seats alternate between the clans. Teammates never attack each other; the last team standing, or the team with the most central banks at the round limit, wins.
- In a live season a match without bots is rated unless it was opened as a friendly match. Everyone for themselves scores points by place, 1v1 and team matches move the season Elo.
- Leaving a rated match, or letting 3 turns in a row run out, forfeits it: a bot plays the seat on, you take the last place, 0 points, and your Elo counts it as a loss.
- In a match the ? button (key H) explains every control.
Hyperbitcoinization season points
Points of a rated match of everyone for themselves, by place.
| Table | Places 1, 2, 3 … |
|---|---|
| 3 players | 6 · 3 · 1 |
| 4 players | 8 · 5 · 3 · 1 |
| 5 players | 10 · 7 · 5 · 3 · 1 |
| 6 players | 12 · 9 · 7 · 5 · 3 · 1 |
Proof of Pong
Classic Pong in Bitcoin meme culture: pick a figure as your paddle and play a bot or a live 1v1 for Elo.
- Points to win
- 21
- Lead needed
- 2
- Meme events in every 21 rallies
- 9
- Invite open
- 2 minutes
- Back in time
- 30 seconds
| Meme event | What happens |
|---|---|
| Halving | The ball is half the size, its point counts double. |
| Brrr | The ball flies faster. |
| Pizza Day | Two balls at once. |
| Difficulty Adjustment | Both paddles are shorter. |
| Taxation is Theft | A tax office patrols the centre line; the ball bounces off it. |
| Capital Controls | A border wall with a moving gap; hit the wall and the ball comes back. |
| Few understand | The ball is invisible in the middle of the field. |
| Proof of Work | Each of your hits makes your paddle longer. |
| Job Centre – Please wait | At the centre line the ball draws a number and waits a second. |
- A game goes to 21 points. At 20 all it goes on until one side is 2 points ahead.
- A meme event is announced and the same for both sides; it never decides by chance.
- Invite a player who is looking to play. The match starts once both of you opened it; nobody served within 1 minute, it is called off.
- The server checks every hit. A player gone for more than 30 seconds loses the match.
- A live match between two players moves both players' Elo. Games against a bot are practice and count for nothing.
- Proof of Pong mines no block and has no season: its Elo ladder is permanent.
- The background music is Blockfill's shuffled MIDI playlist; every track with its author and license is listed under Music.
Blockfill
The league's own stacking game: mine the week's blocks (100 in week 46) as fast as you can. One leaderboard a week, no sign-up, no matches.
- Mode
- The week's blocks (100 in week 46)
- Week
- Monday 00:00 to Monday 00:00, Berlin time
- Points
- Place 1 to 10: 25 / 18 / 15 / 12 / 10 / 8 / 6 / 4 / 2 / 1
- A new week starts every Monday at 00:00 Berlin time. Your first verified ranked run puts you on its leaderboard, no sign-up needed.
- Your best verified ranked run of the week counts. The fastest time wins; with the same time, the earlier run is ahead.
- Ranked runs need a login and a keyboard. Each one starts from a seed the league hands out right before the countdown.
- Practice runs are open to everyone, guests and phones included. They are played in the browser alone and never count.
- The league replays every ranked run from its seed and your inputs. Only a run that reaches the same time counts; a run the league could not check yet waits and counts once it is checked.
- Between the start of a ranked run and its submission at least its played time must pass, and at most 20 seconds more, so a run played in slow motion does not count.
- After the week, its places score points on the Blockfill points ladder. A week is unrated: no Elo, no series, no season blocks.
- A replay shows that a run was possible, not that a person played it. Bots and tool-assisted runs cannot be ruled out completely.
TrackMania Nations Forever
A weekly time attack on our own TMNF server: one track a week, drive it as often as you like, your best finish counts. No sign-up, no matches.
- Mode
- Time attack
- Week
- Monday 00:00 to Monday 00:00, Berlin time
- Points
- Place 1 to 10: 25 / 18 / 15 / 12 / 10 / 8 / 6 / 4 / 2 / 1
- A new week starts every Monday at 00:00 Berlin time, on the track of the week. Your first finish on our server puts you on its leaderboard, no sign-up needed.
- Your best finish of the week counts. The fastest time wins; with the same time, the earlier finish is ahead.
- Only finishes of a linked login count. Save your TMNF login in your gamer tags, ask for a code, and type it in our server chat with that login. The login stays private: no page and no Nostr post shows it.
- Our server times every finish. A time more than 1.5 seconds below the track's author time is looked at by an admin before it counts, if it would make the top 10.
- After the week, its places score points on the TMNF points ladder. A week is unrated: no Elo, no series, no season blocks.
Score games
Everyone plays alone, as often as they like, for the best value inside a leaderboard's window. No series and no Elo: the places of every finished leaderboard score points on the game's points ladder.
| Game | Mode | Best value | Points per place |
|---|---|---|---|
| The week's blocks | the fastest time wins | 25 · 18 · 15 · 12 · 10 · 8 · 6 · 4 · 2 · 1 |
| Time attack | the fastest time wins | 25 · 18 · 15 · 12 · 10 · 8 · 6 · 4 · 2 · 1 |
Nine Men's Morris
Nine men's morris, one move a day. The server checks every move.
- Men per side
- 9
- Flying with
- 3
- Moves each without a mill to a draw
- 50
- Time control
- 1 move a day
- White places first. Each side places its 9 men one by one on empty points, then moves a man along a line to a neighbouring empty point.
- A side down to 3 men flies: a man may move to any empty point.
- Three men of one side on a line are a mill. Closing a mill removes one man of the other side, from a mill only when all its men stand in mills. Closing two mills at once removes one man.
- A side left with two men loses, and so does a side that cannot move.
- The same position a third time is a draw, and so are 50 moves each without a mill.
- To move, click your man and then the point. After a mill, click the man you remove.
- Take back: for 21 seconds after your move, until your opponent answers it, Take back undoes it, without asking. The time since your move counts as yours, your opponent's clock loses nothing.
- Correspondence: each move has 24 h, and a reminder comes before the deadline. A missed deadline loses the game, or aborts it before both first moves. A challenge stays open for 48 h.
- Every game ends: once all men are placed, every mill takes a man off, and the moves without a mill above run out.
Checkers
German rules on 8 × 8: men step diagonally forward, kings fly.
- Time control
- 1 move a day
- White moves first. Men step one square diagonally forward and capture forward and backward.
- Capturing is compulsory. A capture goes on as long as the piece can capture again, and the whole chain is one move.
- With several ways to capture you choose freely: neither the most pieces nor a king comes first.
- A man that reaches the far rank becomes a king. Reaching it by a capture ends the move there.
- A king moves any distance along a diagonal. It captures a single piece from any distance and lands on the square directly behind it.
- Captured pieces leave the board after the move, so no piece is jumped twice.
- You lose when you have no piece or no move left.
- A draw by agreement, by the same position with the same side to move for the third time, or after 25 moves of each side with only kings moving and nothing captured.
- Squares are named as in chess, a1 in White's bottom left corner. A step reads c3-d4, a capture c3xe5xc7.
- Take back: for 21 seconds after your move, until your opponent answers it, Take back undoes it, without asking. The time since your move counts as yours, your opponent's clock loses nothing.
- Correspondence: each move has 24 h, and a reminder comes before the deadline. A missed deadline loses the game, or aborts it before both first moves. A challenge stays open for 48 h.
- Every game ends: men only step forward and every capture takes pieces off, so the quiet moves above run out.
Blockli
A race on 9 × 9: bring your pawn to the far side first, and block the other pawn's way.
- Time control
- Blitz 5+3, Rapid 10+5, 1 move a day
- First move
- 30 seconds
- White starts on e1 and wins on rank 9, Black starts on e9 and wins on rank 1. White moves first.
- Each turn you either move your pawn or set one of your 10 blocks.
- The pawn steps one square up, down, left or right, never through a block. Facing the other pawn, it jumps straight over it; with a block or the edge behind that pawn, it steps beside it instead.
- A block is two squares long and lies in the groove between squares. It may not overlap or cross another block, and it may not cut either pawn off from its goal.
- Tap a marked square to move. For a block tap a groove, or Set a block: it shows where it lands. Tap it again or press Confirm; Rotate turns it.
- Take back: for 21 seconds after your move, until your opponent answers it, Take back undoes it, without asking. The time since your move counts as yours, your opponent's clock loses nothing.
- A draw by agreement, when the same position with the same side to move has stood there 21 times (the board warns one time before), or after 100 moves of each side without a new block. These draw rules are the league's, the published rules have none.
- Beside the board the race is counted: each side has the steps its pawn still needs to its goal, minus 1.5 for every block it has left; the lower count leads.
- Squares are named as in chess, a1 in White's bottom left corner. A pawn move reads e2, a block e3h or e3v after the square left below its middle.
- Correspondence: each move has 24 h, and a reminder comes before the deadline. A missed deadline loses the game, or aborts it before both first moves. A challenge stays open for 48 h.
Blockspace
Two miners fill one block of 9 × 21 cells from the mempool. Whoever collects the higher yield wins.
- Time control
- Blitz 5+3, Rapid 10+5, 1 move a day
- First move
- 30 seconds
- The mempool holds each of the 21 forms of one to five cells twice, in a hidden order. 5 of them stand on the ladder, the oldest on top.
- A transaction brings its size plus its rung: 4, 3, 2, 1, 0 from the oldest to the newest. Everything behind what you take moves up a rung, and the next one comes in.
- The sides move Orange, Blue, Blue, Orange, again and again.
- Your first stones cover your start cell: e2 for Orange, e20 for Blue. After that your new stones touch your own at a corner and never along an edge. The other side's stones only take their cells.
- You may pass. A side with nothing to set has to. Either way the oldest transaction falls out.
- Blitz adds the fuse: at every second turn the oldest transaction falls out by itself.
- The game ends when the ladder is empty or after 14 passes in a row. The higher yield wins, an equal yield is a draw.
- Take a transaction, turn it and set it. With a mouse: left click takes and sets, right click turns, a long right click mirrors. The board shows no places, finding them is the game.
- While transactions are still to come a move cannot be taken back: the next one would be known.
- Yield counts in sat, the points of this game. No real sats change hands.
- Correspondence: each move has 24 h, and a reminder comes before the deadline. A missed deadline loses the game, or aborts it before both first moves. A challenge stays open for 48 h.
Tournaments
Each tournament page shows its own format, times and deadlines. The league defaults are these.
- Chess first move, Rapid 10+5
- 10 minutes
- Chess first move, Blitz 5+3
- 10 minutes
- Series no-show
- 20 minutes
- Report due
- 2 hours
- Answer a report
- 30 minutes
- Formats: Swiss, Round Robin, Two Stage, Single Elimination, Double Elimination, Free for All, Leaderboard.
- Sign up on the tournament page before sign-up closes. Rules and prizes are fixed from then on.
- Mixed teams and seeds are drawn from the hash of a Bitcoin block mined after sign-up closed, once it has 1 confirmations. Anyone can check the draw.
- A side that misses its first move or does not show up loses the match by forfeit. Both missing: the higher seed advances in a knockout, both lose in Swiss and round robin.
- In a board game only the side that moves first can miss the first move: the game starts once more with the same colours, and a second miss loses the pairing for that side.
- An entry that loses 2 matches of a tournament by not showing up is disqualified by the league; its open matches go to the opponents.
- A drawn knockout chess game is replayed with the colours swapped, at most 2 times; then the higher seed advances.
- A Blockli pairing plays two games with the colours swapped. In a knockout a third game decides at 1:1; if that one is drawn too, the tournament page says what follows: the race standing of its final position, or replays as for chess. In Swiss and in a round robin 1:1 is a draw, with no third game.
- In a Blockli round robin or round-robin group the organizer chooses one game per pairing or two, and whether the two count as one pairing (1:1 is a draw, no third game) or game by game (a win 1, a draw ½ each); the tournament page names both under Pairings.
- A report or a no-show claim the other side does not answer in time is decided by the league.
- Players get reminders 30, 5 minutes before the league decides a waiting match.
- In a tournament run by its directors, the directors enter every result; players report nothing.
- A one-day tournament of a minute game runs its deadlines from each match’s own start: no-show after 20 minutes, answer within 10 minutes.
Casual cups
The league opens a casual cup per game and region (EU, US) on its own, one at a time each, numbered in order.
- Places
- 4 → 8 → 16
- Start (Chess)
- Saturday 20:00
- Start (Rocket League)
- Saturday 20:00
- Start (EA Sports FC 27)
- Friday 20:00
- Start (Age of Empires II: Definitive Edition)
- Sunday 20:00
- Time zones
- EU Europe/Berlin, US America/New_York
- Sign-up
- at least 2 days
- Round window
- 2 days
- Longest cup
- 14 days
- Each cup starts at its game’s next start time on its region’s clock that leaves at least 2 days of sign-up; sign-up closes at the start.
- A cup opens with 4 places. When only one place is left, it grows to the next size, up to 16, until 1 hour before sign-up closes.
- A full cup starts at once. At the close, 6 to 8 players play a round robin that starts on time; more players play a double elimination, in a 16-slot bracket with byes for the top seeds.
- 2 to 5 players play one live evening at 20:00 in the cup’s region, the day after sign-up closed: 2 players one match, 3 to 5 a round robin, about 1 hour of play each.
- Fewer than 2 players: sign-up is extended once to the game’s next start time, then the cup is called off. The next cup opens 1 day after a final or a call-off.
- A round opens when the round before is done and lasts 2 days (36 hours with more than 8 players).
- Rocket League and EA FC players propose one to three times in the window; the other answers within 12 hours. Without an agreement the match starts at 20:00 in the cup’s region on the window’s last evening.
- Cup matches are casual and use the casual 1v1 check-in and deadlines.
- Age of Empires II: Definitive Edition cups are one lobby match: they open with 4 places and grow the same way, a full lobby of 8 at a time above 8, up to 40. They play with 2 or more at the close (fewer extend sign-up once, then call it off), and every lobby plays at the start.
Prize pots and payouts
A prize pot is the tournament’s own Lightning wallet. The league’s own wallet is never used for it.
- Default split
- 50 / 30 / 20 %
- Places with a prize
- up to 8
- The pot shown is the pot as the tournament sets it, less what was already paid out.
- Prizes are a share per place (for example 100, 60/30/10, 50/30/20, 40/30/20/10) or fixed sats per place. They cannot change after sign-up closed.
- Tied places share their prizes equally. A team’s prize is split equally among its roster. Rounding is down to whole sats; the rest stays in the pot.
- After the tournament an admin checks the places and approves the payouts. Each player is paid to the Lightning address in their Nostr profile at that moment.
- Without a Lightning address the payout waits until you add one and an admin approves it. A changed address also needs an admin’s approval.
- A Lightning address is never shown publicly; only the admins who approve a payout see it.
Fair play
Play every match you accept, and report only what happened.
- False reports before a pause
- 2 within 30 days
- No rated play after that
- 7 days
- A match you do not show up to is a forfeit, and in casual 1v1 it counts toward the pause above.
- For a dispute, keep a screenshot of the end screen or the match history. Only admins see evidence.
- Reports about players count for trust 3 times per reporter and season.
- Admins decide disputes and can void or correct a result. Their decision is shown on the match.
- If an admin rules a disputed result report false, the reporting side loses the match and the captain who reported gets a confirmed false report.
- 2 confirmed false reports within 30 days mean no rated play for 7 days from the last one. Casual play stays open, and the page where rated play is refused says until when.
- One player, one account in the league. An admin can link the accounts of one player: only the main account plays rated matches and wins prizes, and results between the accounts are void. Unlinking brings rated play and prizes back; voided results stay void.
Chat
Be kind. Talk about the game, not about the person.
- Characters per message
- 280
- Pause between messages
- 2 seconds
- The chats of a match room and of a chess game are end-to-end encrypted over Nostr: the league server never receives or stores these messages.
- The game channels and the stream chat are public Nostr messages. Anyone can read them.
- Mute a player to hide their messages; the mute is yours alone.
- Polls and votes in a game channel count only from members and players with a result in the league.
- No spam, no hate, no doxxing: never share another player’s account, address or real name.
Music
The background music of Blockfill, Hyperbitcoinization and Proof of Pong: free tracks from OpenGameArt.org, played by the game's own synthesizer.
| Track | Author | License | Style |
|---|---|---|---|
| Airport Attack | northivanastan | CC0 | Synthwave |
| Chase! | Wolfgang_ | CC0 | Synthwave |
| Elegy for the Summer of 4096 | Aureolus_Omicron | CC-BY 4.0, OGA-BY 3.0 | Synthwave |
| Fun is Infinite at AGM | northivanastan | CC0 | Synthwave |
| Neon Flames | northivanastan | CC0 | Synthwave |
| Punch Your Way Through | northivanastan | CC0 | Synthwave |
| The Journey Continues | northivanastan | CC0 | Synthwave |
| Gods of Trance | northivanastan | CC0 | Trance |
| Happy Sunset | kenliten | CC-BY 4.0 | Trance |
| Quantum 2 | northivanastan | CC0 | Trance |
Airport Attack Chase! Elegy for the Summer of 4096 Fun is Infinite at AGM Neon Flames Punch Your Way Through The Journey Continues Gods of Trance Happy Sunset Quantum 2