Official

Rulebook

Official Document

Rulebook

Competitive Rocket League — North America

SERENYX LEAGUE

2026 Rules and Regulations

This rulebook includes a "Last Updated" timestamp. The version with the most recent timestamp is the authoritative reference for which rules are in effect. ---

Read This First

READ THIS FIRST

Welcome to Serenyx League.

Serenyx is a competitive Rocket League league based in North America. The league runs three seasons per year, and every season is 8 weeks long.

This rulebook explains how everything works. If you play in Serenyx, you are responsible for knowing what's in here.

What you're agreeing to when you register:

  • Your team will play one scheduled match per week.
  • Your team will compete for the full 8-week season.
  • Your team will play in the division Serenyx assigns based on your players' skill ratings.
  • You will communicate clearly with opponents and admins.
  • You will follow every rule in this rulebook.

The big rule everyone needs to know:

Your division placement is decided by your team's highest verified peak Skill Rating in 3v3 Standard or 2v2 Doubles, looking at the current Rocket League season and the previous three seasons.

You cannot play below your assigned division. There are no exceptions.

If you do not follow the rules in this book, the consequences can include forfeits, REP penalties, suspension, or permanent removal from the league.

This rulebook is the final word on how Serenyx operates. When in doubt, the most recently updated version of this document is the authority.


1. League Overview

1. LEAGUE OVERVIEW

Game

Rocket League

Region

North America

Team Size

3v3

Cross-Platform

Enabled

Seasons / Year

Three

Publisher

Epic / Psyonix

Serenyx is an independent competitive Rocket League league. We are not affiliated with or operated by Epic Games or Psyonix.

The basics:

  • Game: Rocket League
  • Publisher: Epic Games / Psyonix
  • Region: North America
  • Team Size: 3v3
  • Cross-Platform Play: Enabled
  • Seasons Per Year: Three (3)

Required compliance:

Every player and team must follow:

  • Epic Games' Terms of Service
  • The Rocket League End User License Agreement (EULA)
  • This Serenyx rulebook

If you violate any of the above, you may be removed from Serenyx regardless of which rule was broken.


2. Format Summary

2. FORMAT SUMMARY

Regular Season

7 weeks

One Bo5 per week

Finals

Week 8

Double-elim bracket

Offseason

~1 month

No matches played

Finals Match Formats

  • Lower Bracket (early)Bo1
  • Lower Bracket FinalsBo3
  • Winners (semis & earlier)Bo3
  • Winners Bracket FinalsBo5
  • Grand FinalsBo7

Every Serenyx season has three phases. The competitive part of the season (where matches are played) is 8 weeks long. There's also an offseason between seasons used for registration and operational work.

Phase 1 — Regular Season

Duration: 7 weeks.

Your team plays one match per week. Each match is a Best-of-Five (Bo5) series.

You play your match within the assigned week according to the match week structure described in Section 7.

In total, your team plays 7 matches during the Regular Season.

The Regular Season is designed to keep scheduling manageable, encourage consistent participation, and reduce forfeits and no-shows.

Phase 2 — Finals

Duration: Week 8 (one weekend of play).

Format: Double Elimination Bracket.

The bracket is hosted on serenyxleague.com. Seeding is based on Regular Season standings.

Match Formats Throughout the Bracket:

RoundFormat
Lower Bracket (all rounds before Lower Finals)Best-of-One (Bo1)
Lower Bracket FinalsBest-of-Three (Bo3)
Winners Bracket semifinals and earlierBest-of-Three (Bo3)
Winners Bracket FinalsBest-of-Five (Bo5)
Grand FinalsBest-of-Seven (Bo7)

Grand Finals Advantage:

The team advancing from the Upper Bracket starts the Grand Finals with a 1-game lead. The Lower Bracket team must win 4 games to take the championship. The Upper Bracket team must win 3 additional games. There is no bracket reset.

Finals may span 1 to 3 days.

Phase 3 — Offseason

Duration: Approximately 1 month between seasons.

The Offseason is used for:

  • Registration for the next season
  • Roster changes
  • Division reassessment
  • Rule updates
  • Operational planning

The Offseason is not a competitive period. No matches are played.


3. Season Calendar

3. SEASON CALENDAR

Season 3 — Summer 2026

  1. W1Jul 6
  2. W2Jul 13
  3. W3Jul 20
  4. W4Jul 27
  5. W5Aug 3
  6. W6Aug 10
  7. W7Aug 17
  8. W8Aug 24
Regular weekRoster lockCallout Card weeksFinals

Every Serenyx season runs on a fixed structure. Knowing the season calendar lets you plan your team's commitments in advance.

3.1 Season Length

Each season runs for 8 weeks of competition:

  • Weeks 1 through 7: Regular Season (seven matches per team)
  • Week 8: Finals (Double Elimination Bracket)

There are 3 seasons per year, with about a one-month offseason between each season for registration, roster changes, and rule updates.

3.2 The Week Schedule

Every match week runs Monday through Sunday. (See Section 7 for the full Match Week structure.)

  • Week starts: Monday 12:01 AM EST
  • Week ends: Sunday 11:59 PM EST

Your team plays one match per week during the Regular Season.

3.3 Current Season Dates (Season 3 — Summer 2026)

PhaseDates
Registration OpensAlready open
Registration ClosesSunday, June 28, 2026 at 11:59 PM EST
Week 1 (Regular Season Begins)Monday, July 6, 2026
Week 2Monday, July 13, 2026
Week 3Monday, July 20, 2026
Week 4Monday, July 27, 2026
Week 5Monday, August 3, 2026
Week 6Monday, August 10, 2026
Week 7Monday, August 17, 2026
Week 8 — Finals WeekMonday, August 24, 2026
Finals (played)August 28, 29, and 30, 2026
OffseasonAugust 31, 2026 through registration for Season 4

All four divisions (Pro, Elite, Contender, Challenger) follow the same calendar in Season 3.

3.4 Roster Lock

Rosters lock at the end of Week 3.

Before Week 1, you can change your roster freely — there's no limit during the pre-season (every incoming player is still eligibility-checked; see Section 5).

Once the season begins, roster changes are limited:

  • Weeks 1–3: your team has 2 regular roster adjustments.
  • At roster lock (end of Week 3): any unused regular adjustments expire — they do not carry over.
  • Week 4 onward: only your team's 2 emergency adjustments remain.

How adjustments work — what counts, who can make them, and how eligibility and approval are handled — is covered in 5.6.

3.5 Callout Card Weeks

The Callout Card system applies to the final two cross-pod weeks of the Regular Season (Weeks 6 and 7).

The highest-REP team in each division at the start of Week 6 earns the Callout Card. (See Section 14 for full details.)

3.6 Year Schedule

The full 2026 Serenyx season calendar runs across three seasons:

SeasonApproximate Window
Season 2 (Spring)March through April 2026 (completed)
Season 3 (Summer)July through August 2026 (current)
Season 4 (Fall)October through November 2026 (upcoming)

Specific Season 4 dates will be published before registration opens for that season.

3.7 Calendar Changes

Serenyx may adjust specific dates in response to major holidays, unforeseen circumstances, or operational needs. Any calendar changes will be published through official channels (Discord, the league website, and the rulebook).

The most recently published calendar takes precedence over earlier versions.


4. Account Requirements

4. ACCOUNT REQUIREMENTS, ANTI-SMURFING, AND COMPETITIVE INTEGRITY

Pro

Top-tier competitive bracket

1866+

Elite

High-level competitive play

1575 – 1865

Contender

Mid-level competitive play

1315 – 1574

Challenger

Entry-level competitive play

≤ 1314

To play in Serenyx, your account has to meet certain standards. These rules exist to keep competition fair across the league.

4.1 Your Primary Account

You must compete on your primary Rocket League account.

Your primary account is the account that:

  • Contains the majority of your ranked match history.
  • Accurately reflects your real competitive skill level.
  • Has been used consistently for ranked play.

You cannot compete on an alternate, secondary, or intentionally under-ranked account. If your primary account is lost or inaccessible, you must provide verifiable proof to admins. Replacement account claims are reviewed case by case.

4.2 Division Skill Rating Ranges

Your division placement is based on your highest peak Skill Rating in 3v3 Standard or 2v2 Doubles during the current season and previous three seasons.

DivisionRank RangeSkill Rating Range
ProSupersonic Legend1866 or higher
EliteGrand Champion II – Grand Champion III1575 – 1858
ContenderChampion III – Grand Champion I1315 – 1559
ChallengerChampion II and below1314 or lower

A peak rank only counts if you maintained it for at least 7 consecutive days. Short-term rank spikes that you didn't sustain may be reviewed and disregarded, especially if there's evidence you were carried.

You may always be moved up to a higher division based on your peak. You may never compete below your assigned division.

4.3 Minimum Account Age

Your Rocket League account must be old enough to verify a real competitive history.

DivisionMinimum Account Age
Pro365 days
Elite270 days
Contender180 days
Challenger90 days

Meeting the minimum account age does not by itself guarantee eligibility.

4.4 Statistical Requirements

Your account must show real ranked activity over multiple seasons. The platform reviews:

  • Total ranked wins
  • Total ranked matches played
  • Ranked matches played within the current season and previous three seasons
  • Win percentage
DivisionTotal WinsTotal MatchesMin Recent Matches (Last 4 Seasons)Max Win %
Pro1,4002,50035080%
Elite1,1252,00030075%
Contender9751,70025075%
Challenger7001,20020070%

All win and match thresholds apply to ranked 2v2 and ranked 3v3 only. Other playlists do not count.

Win percentages above the maximum suggest the account may not reflect honest competitive play. Accounts with high win rates relative to total volume may be denied or moved to a higher division.

4.5 Meaningful Ranked History

Beyond hitting the statistical thresholds, your account needs to show a meaningful ranked history. This means:

  • Activity across multiple seasons, not just recent grinding.
  • Match volume that matches your skill level.
  • A gradual rank progression that reflects real improvement.
  • Participation in 2v2 or 3v3 specifically.

Accounts showing abnormal spikes, inactivity abuse, or statistical inconsistencies may be denied even if the numbers technically check out.

4.6 Smurfing Is Banned

Smurfing is the practice of playing on an account that doesn't reflect your true skill level. It is strictly prohibited.

Smurfing includes:

  • Playing on an alternate account to compete below your real skill.
  • Cycling or resetting accounts to lower your visible rank.
  • Boosting another player onto an account that doesn't reflect their real skill.
  • Any pattern of deliberately under-ranking yourself to gain a competitive advantage.

Serenyx aligns with Epic Games' anti-smurfing standards. Smurfing detection is enforced through a combination of the tracker monitoring system (see Section 8), opponent reports, manual review, and replay analysis.

Players found smurfing face consequences ranging from REP deductions to permanent removal from the league.

4.7 Third-Party Software Is Banned

You may not use bots, macros, scripts, AI assistance, or modified game clients during Serenyx matches.

This includes:

  • Auto-aim or auto-flip scripts.
  • Input macros that automate gameplay actions.
  • Modified clients that alter game behavior.
  • Real-time AI coaching tools that provide gameplay decisions during matches.
  • BakkesMod plugins, including Alpha Console, that alter gameplay or provide competitive information.

There are no exceptions. If a tool modifies your game in any way that could affect competitive integrity, it is not allowed.

4.8 Age and Eligibility

You must be at least 13 years old to play (or the minimum age required in your country of residence).

If you are under 18, you must have parent or guardian consent. Serenyx may request proof of consent at any time.

Players with Cabined Accounts may not participate. Cabined Accounts are limited Epic Games accounts that require parental verification before unlocking full functionality. Players with Cabined Accounts cannot fully participate in online play and are not eligible for Serenyx.

Your account information must be accurate. Misrepresenting your age may result in removal from the league.

4.9 Verification and Enforcement

Admins may require:

  • Tracker Network links for review.
  • Account verification (proof you own the account you registered).
  • Ranked history review.
  • Match replay submissions in cases of dispute or suspicion.

Failure to cooperate with verification may result in denial of registration or removal from active play.

Statistical thresholds must be met at the time of registration and may be reviewed at any point during the season. If your account changes significantly mid-season (sudden rank spike, unusual activity), you may be subject to a fresh review.

4.10 Final Authority on Eligibility

Serenyx administrators retain final authority over all eligibility decisions. This includes:

  • Initial division placement.
  • Mid-season reassignment.
  • Denial of registration.
  • Removal from active play.

All eligibility decisions are final and non-appealable.


5. Teams and Rosters

5. TEAMS AND ROSTERS

Min Players

3

Max Players

5

Manager

1 (non-playing)

Coach

1 (non-playing)

Substitution pattern — Swap, then swap back

Game 1

ABC

Game 2

ABD

Game 2

ABD

Game 3

ABC

Two substitutions max per series. Must involve the same two players.

Your team is the unit that participates in Serenyx. The rules around how teams are formed, who can be on them, and how rosters can change are designed to keep competition fair and to protect the integrity of every match.

5.1 Roster Size

Every team must have:

  • Minimum: 3 active players
  • Maximum: 5 active players

Your team may also have one Manager and one Coach.

You may only compete on one Serenyx team per season. You cannot play for multiple teams in the same season, even across different divisions.

5.2 Manager and Coach Roles

A Manager and a Coach are non-playing roles. They support the team but do not compete in matches.

Managers and Coaches may not substitute for players in matches unless they have been explicitly approved as eligible playing members of the roster.

5.3 Roster Minimum

Your team must maintain at least 3 eligible active players at all times. If your roster drops below 3 players, you must add a player to bring your team back to the minimum or face removal from the season.

5.4 Roster Lock

Rosters lock at the end of Week 3 of the Regular Season.

Before Week 1, roster changes are free and unlimited. From Week 1 the adjustment limits in 5.6 apply, and once the roster locks at the end of Week 3, only emergency adjustments remain for the rest of the season. Every roster change — at any point in the season — must preserve division integrity: an incoming player may never push your team above your division's skill rating range.

5.5 What Counts as a Roster Change

A roster change — a "roster adjustment" — is adding a new player to your team, or replacing a rostered player with another. Each of those uses one adjustment.

The following do NOT use an adjustment:

  • Dropping a player without adding a replacement. Removing a player can never push your team above your division, so it's free and unlimited.
  • Any change made before the season starts. Pre-season roster changes are free and unlimited.

Every incoming player — pre-season or in-season — is subject to eligibility review and must preserve division integrity.

5.6 Roster Adjustments

After registration, your roster is changed through the roster adjustment system, available to your team's Owner, Manager, or Captain (your Captain is the first player listed on the roster). Coaches cannot make roster adjustments.

Your adjustment budget

  • 2 regular adjustments — available in Weeks 1–3. Any you don't use expire at roster lock (end of Week 3); they do not carry over.
  • 2 emergency adjustments — your post-lock safety net, available from Week 4 onward (and usable in Weeks 1–3 if you've already spent both regular adjustments).
  • Pre-season changes are free and don't count against either budget.

While your roster is unlocked, a regular adjustment is used first; once those are gone — or after roster lock — an emergency adjustment is used.

What uses an adjustment

  • Adding a player, or replacing one player with another, uses 1 adjustment.
  • Dropping a player with no replacement is free and unlimited — it can never push your team above your division.

How to make one (/dashboard/my-teams/[id] → Make Roster Adjustment)

  1. The incoming player must already have a Serenyx account — you add them by searching for that account. If they don't have one yet, they'll need to create one first.
  2. You provide the player's tracker link, and their eligibility is checked against your division (peak skill-rating ceiling and alt-account signals).
  3. Saving applies the change immediately, and the adjustment is charged at that moment.

Eligibility outcomes

  • Eligible: the player is cleared to play right away.
  • Flagged: the player is added to your roster but cannot play and has no team access until an admin reviews them. The adjustment is still charged while the review is pending.

Admin review (flagged players only)

  • Approved: the player is cleared to play, and the adjustment stays spent.
  • Denied: the adjustment is refunded, your prior roster is restored, and the flagged player is removed.

Excessive roster movement, even within these limits, may result in loss of standings, REP penalties, or division reassignment. Administrators may deny any addition that compromises competitive integrity.

5.7 Qualification Slots Belong to the Team

If your team earns a qualification slot for a future event or season, that slot belongs to your team's registered roster.

Qualification slots cannot be:

  • Sold to another team or player.
  • Transferred to a different team.
  • Traded or swapped.
  • Gifted to someone else.

If your team disbands, your qualification slot is forfeited. Administrators may reassign forfeited slots at their discretion.

5.8 Sponsorship and Branding Restrictions

Your team's branding (name, logo, tagline, etc.) and any sponsorship affiliations must meet Serenyx standards.

You may not display or promote sponsorships related to:

  • Gambling or betting services
  • Drugs or drug paraphernalia
  • Tobacco or vaping products
  • Alcohol brands
  • Firearms
  • Pornographic or adult-only material
  • Account selling, boosting, or cheat services
  • Cryptocurrency or NFT projects

Serenyx reserves final approval over all team branding. Branding that does not meet these standards must be changed before participation is allowed.

5.9 Internal Team Disputes

Serenyx does not get involved in internal team conflicts. Disagreements between rostered teammates, between a player and their Manager, between a player and their Coach, or between teammates over leadership and decision-making are not under league authority.

If an internal dispute results in the team disbanding or failing to field a roster, the team forfeits any qualification slots and may be removed from the season. Roster disputes that affect league play may result in removal or disqualification at admin discretion.


6. Match Format

6. MATCH FORMAT, GAME SETTINGS, AND PROCEDURES

Lobby Settings

Bo5 · US-Central

Team Size

3v3

Game Time

5 min

Mutators

None

Bots

Disabled

Joinable By

Name / Password

Team Colors

Default

This section covers how matches are actually played: the game settings, server selection, controllers, and procedures during the match itself. For the match week structure (when you schedule, play, and report), see Section 7.

6.1 Match Format

Every Regular Season match is:

  • Best-of-Five (Bo5)
  • 3v3
  • Standard competitive settings
  • US-Central servers by default

6.2 Game Settings

SettingValue
Team Size3v3
Game Time5 minutes
MutatorsNone
BotsDisabled
Joinable ByName / Password
Team ColorsDefault

6.3 Servers

US-Central is the default server for all matches.

If both teams agree, you may switch to US-East or US-West instead. If no agreement is reached, the match defaults to US-Central.

6.4 Controllers and Equipment

All standard controllers and mouse and keyboard setups are allowed.

Macros, scripts, turbo functions, automated inputs, and any third-party tools that alter gameplay are not allowed. (See Section 4.7 for the full ban on third-party software.)

6.5 Rehosts

A rehost is restarting a game from the beginning.

You can request a rehost for technical or connection issues. The rules:

  • Before the first goal is scored or 15 seconds elapse (whichever comes first), rehosts can be requested without mutual approval.
  • After the first goal or 15 seconds, rehosts require mutual team agreement OR admin approval.

Serenyx admins may invalidate and rehost a game at their discretion to protect competitive integrity.

6.6 Substitutions Between Games

Substitutions are limited and specific. You can only swap players between games within a series, never during a game in progress.

The Starting Roster

The "starting roster" for a series is the 3 players who started Game 1 of that series. For the purposes of substitution rules, that is your locked-in active group for that series.

First Substitution

Between games, you may substitute in ONE player from your registered roster who was not part of the starting roster. That player replaces one of the starting roster members for the next game.

Second Substitution

The only other substitution allowed during the series is the reversal of the first substitution. The same two players involved in the first substitution swap back to their original positions.

That's it. Two substitutions total per series, and they must involve the same two players in a swap-then-swap-back pattern. No other substitution combinations are allowed.

If a starting roster player cannot continue and the substitution slots have already been used (or used in a way that prevents continuation), the team must continue with whoever is in the match or forfeit the series.

All substitutions must follow the roster eligibility rules in Section 5.

6.7 Score Reporting

After your match ends, the winning team reports the score through the Match Chat.

  • All match communication (scheduling, scoring, dispute, caster requests, issue reports) takes place in the Match Chat.
  • The opposing team is not required to confirm reported scores, but is strongly encouraged to review them.
  • Disputes must be raised in the Match Chat. If a team does not dispute a reported score, the report stands.
  • Retain screenshots and replay files in case of a dispute.

False or misleading reporting may result in penalties, forfeits, or disciplinary action.

6.8 Disconnects and Rejoins

If a player disconnects during a match:

  • The match continues unless a Serenyx admin instructs otherwise.
  • In non-broadcasted matches, the game is not automatically restarted due to a disconnect.
  • The disconnected player has 5 minutes to rejoin from the time of disconnect. They may rejoin only during the same game in which they disconnected or between games in the series.
  • If the player cannot rejoin within 5 minutes, the team must substitute an eligible rostered player or forfeit the series.

In broadcasted matches, admins may pause or restart games at their discretion.

Rejoin timers are cumulative per game and may not be extended. Abuse of disconnect procedures may result in penalties.

6.9 Timeouts (Bo7 Only)

Timeouts are only available in Best-of-Seven series (Finals matches).

  • Each team gets 1 timeout per Bo7 series.
  • Timeouts can only be requested between games, not during gameplay.
  • Each timeout lasts 2 minutes.
  • Timeouts cannot be used to delay or avoid a forfeit.

Admins may deny timeout requests that abuse the system.


7. Match Week

7. HOW THE MATCH WEEK WORKS

Match Week — Monday to Sunday EST

Phases run automatically
  1. 1

    Tell us when

    Mon 12:01 AM → Tue 11:59 PM

    Submit your availability. Chat is locked except for availability submission.

  2. 2

    Pick a time

    Wed 12:01 AM → Fri 11:59 PM

    Chat unlocks. Use the Schedule button. Lock in by Wed for +1 REP.

  3. 3

    Play and report

    Sat 12:01 AM → Sun 11:59 PM

    Play your match. Winning team reports. Pre-Phase-3 reporting stacks +1.

  4. 4

    Week wraps

    Sun 11:59 PM EST

    Chat locks. REP finalizes. Auto-forfeit if no result.

Every match week runs Monday through Sunday. It is split into four phases. Each phase has its own purpose and its own deadline.

The week starts Monday at 12:01 AM EST. The week ends Sunday at 11:59 PM EST.

You can play your match anytime once both teams have submitted availability and a match time is scheduled. You do not have to wait for any specific phase to play. The phases set the order of what happens, not when you are allowed to play.

7.1 Phase 1 — Tell Us When You Can Play

When it happens: Monday 12:01 AM EST to Tuesday 11:59 PM EST.

During Phase 1, you cannot send normal chat messages in your Match Chat. The only thing you can do is submit your availability.

You pick at least two days you can play that week. For each day, you can say "all day" or pick specific times that work for you. Your teammates can submit availability too.

Once your team submits, you see a summary of what you sent. You can edit it until Phase 1 ends.

You cannot see the other team's availability until they also submit. This stops teams from picking times the other team can't make.

Phase 1 can end early. If both teams submit their availability before Tuesday 11:59 PM, the Match Chat unlocks immediately and Phase 2 begins. The two-day window is the maximum amount of time you have, not the minimum.

7.2 Phase 2 — Pick a Time to Play

When it happens: Begins as soon as both teams have submitted availability (as early as Monday) or by default on Wednesday 12:01 AM EST. Ends Friday 11:59 PM EST.

At the start of Phase 2, your Match Chat unlocks. You can now send normal messages, see the Schedule button, and lock in a match time.

The system posts a message based on what both teams submitted in Phase 1:

  • If both teams submitted and your available times overlap, the system shows you the overlap. Pick a time from there.
  • If both teams submitted but nothing overlaps, the system shows you both teams' availability. You and the other team need to find a time that works.
  • If only one team submitted, the system shows that team's availability and tells the other team to step up.
  • If neither team submitted, you both need to figure it out without help from the system.

Once you agree on a time, lock the match in by hitting the Schedule button in the Match Chat.

Hitting the Schedule button on or before Wednesday 11:59 PM EST earns +1 REP. This is the proactive scheduling bonus.

The bonus is based on when you schedule the match, not when you play it. Your match itself can be scheduled for any day during the week. As long as you lock it in by Wednesday 11:59 PM, you earn the bonus.

The proactive scheduling bonus is conditional. If the match is rescheduled at any point after Phase 2 ends (Friday 11:59 PM EST), the +1 REP bonus is revoked. This prevents teams from locking in placeholder times just to grab the bonus and rescheduling later. Rescheduling during Phase 2 itself does not affect the bonus, since coordinating during the active scheduling window is normal behavior.

You can play your match as soon as it is scheduled. You do not need to wait for Phase 3.

7.3 Phase 3 — Play and Report

When it happens: Saturday 12:01 AM EST to Sunday 11:59 PM EST.

If you have not scheduled a match yet, the system sends warnings to your team through the app, push notifications, and Discord.

This is the weekend window. Most matches are played during this time.

After your match ends, the winning team reports the score through the Match Chat.

Completing your match earns +1 REP. This fires whenever the match is successfully reported, regardless of when.

Reporting your score before Phase 3 starts (before Saturday 12:01 AM EST) earns an additional +1 REP. This is called proactive reporting and stacks with the completion bonus, for a total of +2.

Reporting your score during Phase 3 (Saturday or Sunday before 11:59 PM EST) earns only the +1 completion bonus.

Reporting after Sunday 11:59 PM EST costs −1 REP. This is called late reporting. The +1 for completion still applies, but the −1 late penalty cancels it out for a net of 0.

7.4 Phase 4 — Week Wraps Up

When it happens: Sunday at 11:59 PM EST.

The Match Chat locks. The week's match outcome is final.

Any REP adjustments from the week (gains and losses) finalize at this point.

If your match was not played and not reported, the system applies an automatic forfeit. (See Section 12 for how forfeits work.)

7.5 Phases Run Automatically

You do not need to do anything to move between phases. The Match Chat updates on its own at each transition. You will get notifications when important deadlines are coming up.

7.6 Future Weeks

You can see your Match Chats for upcoming weeks in advance. You cannot use them yet. They unlock when their week begins.

This means you cannot schedule a match for Week 3 during Week 1. Each match belongs to its own week.

7.7 Non-Responsiveness in the Match Chat

Once your Match Chat is unlocked, your team is expected to keep communication moving.

  • If your team does not respond to opponent messages for 48 consecutive hours, you lose 1 REP for sustained silence.
  • If the silence stretches to 72 hours, you lose an additional 1 REP for ghosting. Total: −2 REP across the two thresholds.

These thresholds apply continuously from the moment the Match Chat unlocks. The clock is not phase-bound. A silent stretch that begins early in the week and continues through different phases is treated as one unbroken stretch.

If a Serenyx admin has to step in to resolve a scheduling problem your team caused, you lose 1 REP for needing admin intervention.


8. Tracker Monitoring

8. TRACKER MONITORING SYSTEM

Serenyx maintains a tracker monitoring system that continuously reviews player tracker data across every rostered team. This system protects the competitive integrity of the league.

8.1 What the System Does

The platform automatically pulls and reviews player tracker information throughout the season. The system looks at patterns in rank, MMR, and ranked activity to identify situations that warrant staff review.

Examples of patterns that may surface for review include:

  • Sudden rank or MMR jumps that don't fit a normal progression curve.
  • Activity patterns that suggest a player may be competing on the wrong account.
  • Statistical inconsistencies between a player's registered rank and their observed gameplay.
  • Tier movement that crosses division eligibility thresholds.

The full set of patterns the system tracks is not published. Patterns are reviewed and updated as needed to keep the system effective.

8.2 What Players Should Do

Players are responsible for keeping their tracker data accurate. This means:

  • Registering with the correct primary account.
  • Linking the account that reflects their true competitive history.
  • Keeping the linked platform information (Epic, Steam, PSN, Xbox) up to date.
  • Not deliberately under-ranking or smurfing on a secondary account.

If your tracker data is accurate and your gameplay matches your registered division, the tracker monitoring system will not interfere with your participation.

8.3 What Happens When Something Surfaces for Review

When the system surfaces a potential issue, staff reviews the relevant data. Depending on the severity and nature of the situation, possible outcomes include:

  • No action taken (most reviews end here).
  • Notification to the player requesting account verification or additional information.
  • Division reassignment to align the player or team with their actual competitive level.
  • Roster adjustment requirements.
  • Removal from the current season for severe smurfing or eligibility violations.

Staff reviews are conducted promptly and without notice. Players do not need to take action unless contacted directly by staff.

8.4 Player Trust and Visibility

Players can view their own tracker data on the platform. This includes:

  • Current rank and MMR across all playlists.
  • Peak ranks for the current season.
  • Daily sync timestamp showing when the data was last refreshed.
  • Past-season peaks (for completed seasons).

The visibility of tracker data is a feature designed to give players confidence in the system and let them verify their own information. If you notice your data is incorrect, you can raise it through official admin channels.

8.5 Anti-Smurfing Enforcement

The tracker monitoring system is one of several tools used to enforce the Anti-Smurfing Policy outlined in Section 4. Smurfing detection may also involve manual review, opponent reports, replay analysis, and account verification.

Players who are found to be smurfing face consequences ranging from REP deductions to permanent removal from the league. (See Section 4.6 for full smurfing policy details.)

8.6 Limitations and Final Authority

The tracker monitoring system surfaces potential issues for review. It does not make final eligibility decisions on its own. Final decisions on division placement, roster eligibility, and disciplinary action are made by Serenyx administrators based on the full context of each situation.

All tracker monitoring decisions are final and non-appealable.


9. The Pod System

9. THE POD SYSTEM

Intrapod + Cross-Pod Scheduling

Pod APod BPod C
Intrapod (within pod)Cross-pod (assigned by platform)

When a division has more than 8 teams, the platform organizes those teams into smaller groups called Pods. Pods help structure the schedule across the season while keeping competition balanced.

9.1 What Pods Are

A Pod is a group of teams within your division. Pods are used for scheduling only. They are not separate standings.

Every team in your division shares the same standings table. Your record, your REP, your Final Points all count against every other team in your division regardless of which Pod you started in.

Pods are a scheduling tool, not a competitive bracket.

9.2 How Pods Are Formed

Serenyx administrators assign teams to Pods at the start of the season using a balanced seeding system. Every Pod is designed to contain a mix of stronger and weaker teams. No Pod is harder or easier than another by design.

The platform decides Pod count and size based on the total number of teams in your division. The specific approach is determined automatically and is not subject to team selection or negotiation.

9.3 What Each Team Plays

Your full season schedule consists of seven (7) regular season matches plus Finals.

Your matches are divided into two types:

  • Intrapod matches. These are matches against other teams in your own Pod. You will play every team in your Pod at least once.
  • Cross-Pod matches. These are matches against teams from other Pods. Cross-Pod matches fill the remaining weeks of your schedule until you have completed all seven regular season matches.

You will not play every team in your division. The schedule is designed to give you a balanced mix of opponents across the season.

9.4 The Order of Your Schedule

Intrapod matches are scheduled first, in the early weeks of the season. After your Pod's intrapod matches are complete, the rest of your schedule fills in with Cross-Pod matches.

The exact week each match falls on is determined by the platform.

9.5 Cross-Pod Scheduling Goals

When Cross-Pod matches are assigned, the platform balances several factors:

  • Aligning teams with opponents of comparable performance based on current standings.
  • Avoiding rematches whenever possible.
  • Ensuring every team reaches the full seven match regular season.
  • Keeping strength-of-schedule balanced across the division.

These goals work together. The platform makes these assignments to keep the regular season competitive and fair across the full division standings, not to give any team a scheduling advantage.

9.6 Cross-Pod Match Assignments Are Final

All Cross-Pod match assignments are made by the platform. They are not subject to:

  • Team selection
  • Negotiation
  • Trade or swap with other teams
  • Rivalry preferences
  • Scheduling convenience

If you have a scheduling conflict with an assigned match, work it out through the normal Match Week process (availability, scheduling, etc.). The opponent assignment itself is fixed.

9.7 Pod Byes

A bye means a team does not play that week. Byes do not exist in Serenyx. Every team plays one match every week of the regular season.

If a Pod has an odd number of teams, the platform automatically pairs the idle team from one Pod with the idle team from another Pod for a Cross-Pod match that week. This pairing happens automatically and keeps every team playing every week without extending the season.

9.8 The Final Two Weeks

The final two cross-pod weeks of the regular season are reserved for the Callout Card system. (See Section 14 for full Callout Card rules.)

The highest-REP team in each division earns the right to choose one of their cross-pod opponents for these final weeks. This is the only point in the regular season where a team has direct influence over their schedule.

9.9 Why Pods Exist

Pods solve a scheduling problem. Without Pods, teams in a 20+ team division could not play every other team in a 7-week season. Pods organize the schedule so every team gets a meaningful slate of opponents without extending the season or forcing rematches.

Pods also keep early-season competition balanced. By playing your Pod first, you start the season against teams who were specifically chosen to match your competitive level. The cross-pod weeks that follow give you variety against the rest of the division.

The structure rewards consistency over the full season rather than the luck of which teams you faced in any single week.

9.10 Even Team Requirement and Waiting List

Serenyx divisions only accept registrations in even numbers. When a division has more than 8 teams, every additional team must come in pairs to keep the schedule balanced.

If you register your team and your division currently has an odd number of teams, your team is placed on the waiting list. Your team is not part of the active division until a 10th, 12th, 14th (or whichever next even count) team registers.

Once a matching team joins, both teams are added to the division together.

This rule exists because Pods and Cross-Pod scheduling only work cleanly with even team counts. Adding a single odd team would force the schedule to either skip a week for someone or extend the season. Serenyx does not skip weeks and does not extend seasons.

Waiting list teams are added on a first-come, first-served basis. Your registration is locked in the moment you complete it, even if the division is currently odd.


10. The REP System

10. THE REP SYSTEM

REP Breakdown — what you see on your dashboard

Example team
Communication(30% weight)
82
Scheduling(40% weight)
76
Conduct(30% weight)
88

REP stands for Reputation. It is how Serenyx tracks whether your team is reliable, communicative, and respectful throughout the season.

REP is not a measure of skill. It is a measure of professionalism.

Your REP score affects your standings (it factors into Final Points) and determines whether your team is eligible for the Callout Card reward in the final weeks of the regular season.

10.1 How REP Is Tracked

REP is tracked across three categories:

  • Communication — Are you responding to your opponent and your team in the Match Chat?
  • Scheduling — Are you submitting availability and locking in match times on time?
  • Conduct — Are you behaving respectfully in chat and during matches?

Each category contributes to your overall REP score. The system tracks every action your team takes during the week and adjusts your REP accordingly.

10.2 How You Earn REP

You can earn up to +5 REP per week from the following actions:

ActionREP
Completing your match+1
Reporting your score before Phase 3 starts (before Saturday 12:01 AM EST)+1
Hitting the Schedule button on or before Wednesday 11:59 PM EST (revoked if match is rescheduled after Phase 2 ends)+1
No admin intervention needed all week+1
Clean conduct all week (no warnings, no flags)+1

The maximum REP you can gain in a single week is +5. If you somehow trigger more than 5 positive actions, the system still caps your weekly gain at +5.

10.3 How You Lose REP

REP losses are not capped. You can lose more than 5 REP in a single week if your team behaves badly enough.

ActionREP
48-hour silence in an unlocked Match Chat−1
72-hour ghosting in an unlocked Match Chat (stacks on top of the 48-hour penalty)−1
Admin had to step in to resolve a scheduling problem your team caused−1
Reporting your score after Sunday 11:59 PM EST−1
Forfeit Loss (FFL)−1 (plus the loss itself)
Forfeit Standard (FFS)−3
Tier 1 or Tier 2 conduct violation−3
Tier 3 (severe) conduct violation−5

REP can drop below zero.

10.4 Neutral Actions

Some actions don't earn REP and don't cost REP. They are neutral.

  • Editing your availability during Phase 1 before submitting.
  • Normal chat communication during the scheduling and play windows.
  • Not submitting availability during Phase 1 (no penalty, but no proactive scheduling bonus available either).
  • Rescheduling your match during Phase 2 (does not affect the proactive scheduling bonus).
  • Completing your match but reporting late: the +1 for completion and the −1 for late reporting cancel out for a net of 0.

10.5 Conduct Violations

The platform monitors Match Chat messages automatically for conduct issues. Violations are sorted into four tiers and are explained in detail in Section 13 (Conduct and Moderation).

Tier 0 (clean conduct) applies automatically. Tier 1, 2, and 3 violations require admin review before REP is deducted.

10.6 REP and Standings

Your REP score factors into your division's Final Points calculation. Two teams with the same match record may have different Final Points if their REP differs.

REP is one of the deciding factors when standings are close. Teams with strong REP get rewarded. Teams with weak REP lose ground even if their match record looks good.

10.7 REP and Callout Card Eligibility

At the start of the final two cross-pod weeks of the regular season, the highest-REP team in each division earns the Callout Card.

The Callout Card lets that team choose one of their remaining cross-pod opponents for the final weeks. (See Section 14 for full Callout Card rules.)

This is why REP matters beyond just standings. Strong REP earns competitive advantage at the end of the season.

10.8 REP Visibility

Your team's REP score is visible in your Dashboard at all times.

Each week, you can see:

  • Your total REP for the season
  • Your weekly REP changes (what you earned and what you lost)
  • Which category each change came from (Communication, Scheduling, or Conduct)
  • Any pending REP adjustments awaiting admin review

If you think a REP adjustment was applied incorrectly, you can raise the issue through the official admin channels. Admins have final authority over REP adjustments.


11. Standings

11. STANDINGS AND TIEBREAKERS

  1. 1

    Match Record

    Wins / Losses

  2. 2

    Game Differential

    Games won − games lost

  3. 3

    Head-to-Head

    Direct results between tied teams

  4. 4

    Final Points

    Includes REP (Section 10)

  5. 5

    Admin Decision

    When all else is tied

Standings are determined by:

  1. Match record (wins / losses)
  2. Game differential (games won minus games lost)
  3. Head-to-head record between tied teams
  4. Final Points (which include REP — see Section 10)
  5. Administrative decision

All Pods share one standings table. There are no separate Pod standings.


12. Forfeits

12. FORFEITS (FFS / FFL / FFW)

End-of-week forfeit determination

Was the match scheduled?

Yes

Did the team show up?

Yes

NC

Match was played — no forfeit

No

FFS

No-show team FFS · Other FFW

−3 / +0

FFS

Both teams FFS

−3 REP each

No

Did both teams engage in Phase 2?

Yes

NC

No-contest

No penalty

No

FFL

Non-engaging team FFL · Other FFW

−1 / +0

FFS

Both teams FFS

−3 REP each

Engagement = at least one Phase 2 message, time proposal, or Accept/Deny/Maybe response.

A forfeit happens when a match is not played. Silence-related REP penalties (48-hour and 72-hour) fire continuously throughout the week when their thresholds are crossed. Forfeit determinations are made at the end of the week (Sunday 11:59 PM EST) based on the final state of the match.

12.1 Forfeit Types

  • FFS — Forfeit Standard: Caused by a no-show or by both teams completely failing to engage with scheduling.
  • FFL — Forfeit Loss: Caused by one team's failure to engage with scheduling while the other team did engage.
  • FFW — Forfeit Win: The win awarded to the team on the other side of an FFL.

12.2 How the System Tracks Scheduling Behavior

The system tracks each team's engagement throughout the week using these signals:

  • Whether the team submitted availability during Phase 1.
  • Whether the team sent any messages during Phase 2.
  • Whether the team proposed any match times (any message containing a date and time prompts an Accept / Deny / Maybe embed).
  • Whether the team responded to time proposals from the other team (Accept, Deny, or Maybe).
  • Whether the match was successfully scheduled.
  • Whether the team appeared at a scheduled match time.

These signals determine which forfeit outcome applies at the end of the week.

12.3 Outcome — Match Was Scheduled But No One Showed

If a match was scheduled but a team failed to appear, that team receives an FFS.

  • No-showing team: −3 REP, 0–2 series loss.
  • Other team: FFW, no REP impact, 2–0 series win.

If both teams failed to appear at a scheduled match:

  • Both teams: −3 REP, recorded as no-contest.

12.4 Outcome — Match Was Never Scheduled

If no match was scheduled by Sunday 11:59 PM EST, the system looks at each team's engagement during Phase 2.

A team is considered "engaged" if they did at least ONE of the following:

  • Sent at least one message during Phase 2.
  • Proposed a match time using the time-proposal embed.
  • Responded (Accept, Deny, or Maybe) to a proposal from the other team.

12.4a Both Teams Engaged, No Schedule Reached

If both teams engaged but couldn't agree on a time:

  • No REP penalty for either team.
  • Match recorded as no-contest.
  • This outcome acknowledges that both teams tried in good faith but their schedules could not align.

12.4b Only One Team Engaged

If one team engaged and the other team did not, the non-engaging team receives an FFL.

  • FFL team: −1 REP, 0–2 series loss.
  • Engaging team: FFW, no REP impact, 2–0 series win.

12.4c Neither Team Engaged

If neither team engaged during Phase 2, both teams receive an FFS.

  • Both teams: −3 REP, recorded as no-contest.

12.5 Rescheduling

A match that has been scheduled can be rescheduled if both teams agree.

To reschedule, one team proposes a new time using the same time-proposal flow (Accept / Deny / Maybe embed). The other team must Accept for the reschedule to take effect.

If the other team Denies or does not respond, the original scheduled time remains in effect. Failure to appear at the original time still results in an FFS for whichever team did not show.

Rescheduling during Phase 2 is treated as normal coordination and does not affect any REP bonuses. Rescheduling after Phase 2 ends revokes the proactive scheduling bonus (see Section 7.2).

12.6 The Maybe Response

When a team responds to a time proposal with "Maybe":

  • The proposal stays open. The team can convert to Accept or Deny later.
  • The proposing team is free to propose alternate times in the meantime.
  • If a different time gets scheduled in the meantime, all open Maybe responses are voided.
  • If the Maybe is not converted to Accept or Deny within 24 hours of being submitted, the system automatically converts it to a Deny. The proposing team is notified.

12.7 Determinations Are Final

All forfeit determinations are made automatically by the system at the end of the week based on the signals above. No manual review is required.

The Match Chat is the source of truth. Communication outside the Match Chat does not factor into forfeit decisions.


13. Conduct and Moderation

13. CONDUCT AND MODERATION

Tier 0

Clean Conduct

No violations flagged. Automatic.

+1 REP
Tier 1

Minor / Moderate

Unsportsmanlike, mild profanity, low-level toxicity.

−3 REP
Tier 2

High Severity

Aggressive personal attacks, sustained harassment.

−3 REP
Tier 3

Severe

Hate speech, threats, doxxing, EULA violations.

−5 REP + suspension review

Serenyx maintains a competitive environment by monitoring player behavior in Match Chat and in matches. The platform automatically reviews all Match Chat messages and flags concerning behavior for review.

This section explains what behavior is and is not acceptable, how violations are handled, and what consequences apply.

13.1 The Goal

The conduct system is not about silencing players or punishing competitive trash talk. Serenyx is a competitive league, and tension between opponents is part of competition.

The goal of conduct moderation is to keep player interactions within the range of healthy competition. Behavior that crosses into harassment, hate speech, or sustained toxicity is not acceptable and will be addressed.

13.2 Conduct Categories

Every Match Chat message your team sends is automatically reviewed. Messages are sorted into one of four tiers based on what they contain and how they affect the conversation.

You do not see the tier assignment in real time. Your team's overall conduct standing is reflected in your weekly REP outcome.

13.3 The Four Tiers

Tier 0 — Clean Conduct

Tier 0 is the default. Your team is in Tier 0 if no conduct violations were flagged during the week.

Tier 0 earns your team +1 REP at the end of the week. This is automatic and requires no admin review.

Tier 1 — Minor or Moderate Violation

Tier 1 covers behavior that is unsportsmanlike but not severe. Examples include:

  • Unsportsmanlike comments toward opponents.
  • Mild profanity directed at players or admins.
  • Low-level toxicity that disrupts the chat environment.
  • Repeated complaining or sarcasm aimed at opponents.

Tier 1 violations are flagged automatically and reviewed by admins. If confirmed, the team responsible loses 3 REP.

Tier 2 — High Severity Violation

Tier 2 covers behavior that goes beyond unsportsmanlike and into aggressive or harmful territory. Examples include:

  • Aggressive personal attacks on opponents or teammates.
  • Repeated or sustained harassment.
  • Persistent toxic behavior across a single match or across multiple matches.
  • Comments designed to intimidate or upset another player.

Tier 2 violations are flagged automatically and reviewed by admins. If confirmed, the team responsible loses 3 REP.

Tier 3 — Severe Violation

Tier 3 covers behavior that violates basic standards of human respect or that violates Epic Games policies. Examples include:

  • Hate speech of any kind (racial, ethnic, religious, gender, sexuality, disability, etc.).
  • Threats of violence or harm.
  • Doxxing or attempts to share private information.
  • Content that violates Epic Games' Terms of Service or Community Rules.
  • Behavior designed to drive a player out of the league.

Tier 3 violations are flagged automatically and reviewed by admins. If confirmed, the team responsible loses 5 REP. Tier 3 violations may also trigger additional penalties including suspension, division removal, or permanent ban from Serenyx.

13.4 How Violations Are Detected

The platform monitors Match Chat messages continuously. The specific patterns the system uses to identify potential violations are not published.

The system flags potential issues. Admins review every flag and decide whether the message actually violates the conduct standards before applying any REP penalty.

This means:

  • Not every flagged message becomes a violation. Many flags are dismissed after admin review.
  • Borderline messages are reviewed in context, not just by themselves.
  • Patterns of behavior matter. A single edgy comment usually does not become a violation. Repeated behavior often does.

13.5 The Review Process

When a message is flagged:

  1. The system records the message and the context.
  2. An admin reviews the flag, including the surrounding conversation.
  3. The admin classifies the message as one of the four tiers (or dismisses it as not a violation).
  4. If confirmed at Tier 1, 2, or 3, the corresponding REP penalty is applied to the offending team.
  5. The team is notified of the penalty.

Tier 0 (the +1 for clean conduct) is the only conduct outcome that applies automatically without review. All deductions go through admin review first.

13.6 What Counts as Conduct

For the purposes of this section, "conduct" includes:

  • All messages sent in your team's Match Chat.
  • All messages sent to opponents during gameplay (using in-game chat).
  • All public behavior during streamed or broadcasted matches.
  • Behavior directed at Serenyx admins or staff in any context.

Conduct does NOT include:

  • Private DMs between players outside of Serenyx channels.
  • Behavior on Discord servers not officially affiliated with Serenyx.
  • Personal social media posts not related to a Serenyx match.

If conduct in private spaces becomes a concern brought to admin attention, it may be reviewed at admin discretion but is not subject to automated flagging.

13.7 Conduct and Standings

REP losses from conduct violations directly affect your standings, just like any other REP change.

A team with strong play but recurring Tier 1 or Tier 2 violations will see their Final Points drop relative to teams with comparable records and clean conduct.

13.8 Repeat Offenders

A team that accumulates multiple confirmed conduct violations across a season may face escalating consequences:

  • Multiple Tier 1 or 2 violations may trigger a formal warning from admins.
  • A team with repeated Tier 2 violations may face mid-season removal.
  • A team with any confirmed Tier 3 violation faces immediate review for permanent removal from the league.

Patterns of behavior are tracked across the full season. What feels like a one-time slip is treated differently from what looks like a habit.

13.9 Player Responsibility

Every player on the team is responsible for the conduct of every other player on the team. If one teammate makes a Tier 3 comment in Match Chat, the entire team takes the REP penalty.

If a player on your team is creating conduct problems, the team is responsible for addressing it. You cannot avoid responsibility by claiming "it was someone else on my team."

13.10 Appeals

If you believe a conduct penalty was applied incorrectly, you may raise it through the official admin channels. Admins will review the original message and context.

Admin decisions on conduct violations are final.


14. The Callout Card

14. THE CALLOUT CARD

The Callout Card

Highest-REP team in division

Awarded automatically at the start of the final two cross-pod weeks.

Picks one cross-pod opponent

The selected opponent cannot decline. Subject to admin feasibility approval.

Limit: one Callout Card per team per season · Cannot force a rematch.

14.1 What the Callout Card Is

The Callout Card is a competitive reward earned by the highest-REP team in each division at the start of the final two cross-pod weeks of the Regular Season.

The Callout Card lets that team choose one of their remaining cross-pod opponents for the final weeks.

14.2 How a Team Earns the Callout Card

At the start of the final two cross-pod weeks, the platform identifies the highest-REP team in each division.

That team earns the Callout Card automatically. No application or request is needed.

14.3 Using the Callout Card

The team holding the Callout Card may select one of their remaining unplayed cross-pod opponents for the final weeks. The selected opponent cannot decline.

The selection is subject to admin approval to confirm the selected match is feasible within the remaining schedule.

14.4 Callout Restrictions

  • One Callout Card per team per season.
  • A team cannot trade their Callout Card to another team.
  • A team cannot use the Callout Card to force a rematch against an opponent they have already played in the current season.

14.5 Tiebreakers for Callout Eligibility

If two or more teams are tied for the highest REP in a division, the system uses the following tiebreakers in order:

  1. Fewest forfeits during the season.
  2. Fewest admin interventions during the season.
  3. Earliest average match completion time across the season.
  4. Head-to-head record between tied teams (if they have played each other).
  5. Logged random draw.

15. Spectating and Broadcasting

15. SPECTATING, OBSERVERS, AND BROADCASTING

Who can be in the match lobby
  • Serenyx admins

    Always allowed in any match lobby

  • Approved broadcast staff

    For official broadcasts only

  • Approved Team Stream caster

    Request 3+ hours before match

  • Coaches & managers

    No in-game spectating; comms outside the client only

  • Rostered substitutes

    Same — no in-game spectating

  • Friends / guests

    Never allowed — risk of forfeit + REP penalty

Match lobbies are restricted by default. Only approved individuals may join.

15.1 The General Rule

You may not invite unauthorized individuals to your match lobby. This includes friends, coaches who haven't been approved, and anyone not on the league-approved observer list.

Unauthorized individuals in a match lobby may result in match forfeit, REP penalty, or disciplinary action.

15.2 Approved Observers

The following individuals are allowed to act as in-game observers:

  • Serenyx admins
  • Approved broadcast staff
  • Other observers explicitly approved by league staff

When in the lobby, observers must:

  • Not join a team slot.
  • Not interact with players.
  • Not provide strategic or tactical information during the match.
  • Remain neutral.

15.3 Coaches, Managers, and Substitutes

Coaches, managers, and rostered substitutes cannot spectate in-game.

They may communicate with players outside the game client. They may not join the lobby as observers unless they have been approved as in-game observers.

This applies to all league matches, including Finals.

15.4 Player Streaming

You can stream your own gameplay during league matches. You must:

  • Not exploit stream delay to gain information.
  • Not receive external strategic assistance via your stream.
  • Not use stream chat for real-time coaching.
  • Not let your stream interfere with match integrity.

Serenyx may require a minimum stream delay or require you to end your stream if integrity concerns arise.

15.5 Team Stream Requests

For non-broadcasted matches, your team may request an authorized observer to stream the match (a "Team Stream").

Requirements:

  • Submit the request at least 3 hours before match start.
  • The observer must be approved by league staff.
  • The observer may only spectate, not play.

Approval is not guaranteed.

15.6 Broadcasted Matches

When Serenyx selects a match for official broadcast:

  • Serenyx hosts the lobby.
  • Observers are assigned by admins.
  • Teams must follow broadcast instructions.
  • Match start times may be adjusted for production needs.

Failure to comply with broadcast instructions may result in penalties.

15.7 What's Banned

These actions are not allowed:

  • Sharing your lobby name or password with anyone not approved.
  • Allowing unapproved spectators or observers in the lobby.
  • Using spectator views to gain competitive information.
  • Relaying information from spectators to players.
  • Joining a match lobby under false pretenses.

Consequences range from match forfeits to permanent removal from Serenyx.

15.8 Final Authority on Spectating

Serenyx admins have final authority over:

  • Observer approval
  • Streaming permissions
  • Broadcast decisions
  • Enforcement actions

All decisions are final and non-appealable.

15.9 Media and Publicity Rights

When you register for Serenyx, you grant the league permission to use your team name, player names, likenesses, gameplay footage, match results, and statistics for promotional and broadcast purposes.

This includes use across social media, livestreams, highlight content, graphics, and marketing materials.

No additional compensation is required. You may be asked to participate in interviews or post-match media segments during Finals.

If you do not comply with broadcast or media requests during Finals, penalties may apply.

15.10 Broadcast Conduct Standards

When you are streaming, broadcasting, or appearing on official Serenyx content, you are representing Serenyx.

Approved team streams and casters must maintain professional conduct and language appropriate for a competitive esports environment.

Excessive profanity, hate speech, harassment, or behavior that damages the league's reputation is not allowed.

Serenyx may revoke broadcast approval at any time.


16. Communication

16. COMMUNICATION

Authoritative

Match Chat (on the website)

The only channel that counts for match-related disputes or decisions.

Supporting

  • · Discord (general admin, announcements)
  • · DMs / voice / external platforms

Helpful, but not the official record.

Serenyx uses two main communication channels:

  • Discord: General administration, support tickets, league announcements.
  • Website Match Chat: All match-related communication.

16.1 Authoritative Channel

For match-related disputes or decisions, only the Match Chat on the website is authoritative.

Communication on Discord, DMs, voice channels, or external platforms does not count as official record. If a dispute comes down to "what was agreed," the answer is what shows in the Match Chat.

This rule is strict. Do not rely on Discord conversations to confirm match details. Use the Match Chat.


17. Enforcement

17. ENFORCEMENT AND DISCIPLINARY ACTION

Serenyx admins may issue warnings, penalties, suspensions, or bans for rule violations.

17.1 What Penalties Look Like

Possible penalties include:

  • Match forfeits
  • Series losses
  • Removal from playoffs
  • REP deductions
  • Prize forfeiture
  • Temporary suspension
  • Permanent removal from Serenyx

17.2 Escalation

Repeated violations may result in escalating penalties. A first-time minor violation typically results in a warning or REP deduction. A pattern of violations may result in more severe consequences.

17.3 Investigation Cooperation

You must cooperate with any league investigation. Admins may request:

  • Replay files
  • Screenshots
  • Account verification
  • Any other relevant information

Providing false information during an investigation may result in suspension or removal.

Failure to cooperate may also result in additional sanctions independent of the original investigation.

17.4 Severity and Discretion

For severe or malicious violations, Serenyx may bypass the standard escalation path. This includes immediate removal for severe smurfing, hate speech, threats, or other major violations.

All enforcement decisions are final and non-appealable.


18. Rule Updates

18. RULE UPDATES AND PLAYER RESPONSIBILITY

18.1 Rule Changes

Serenyx may modify or clarify rules at any time. Changes take effect immediately upon publication unless stated otherwise.

18.2 Your Responsibility

Every player, team, manager, and coach is responsible for:

  • Staying informed of current rules.
  • Reviewing rule updates as they happen.
  • Understanding how changes affect their team.

"I didn't know the rule changed" is not a valid defense.

18.3 Where Rules Are Published

Rule updates may be published through:

  • Discord
  • The Serenyx website
  • The rulebook itself

When multiple sources show different versions, the most recently updated rulebook takes precedence.

18.4 Last Updated Notice

This rulebook includes a "Last Updated" timestamp. The version with the most recent timestamp is the authoritative reference for which rules are in effect.


19. Governing Law

19. GOVERNING LAW AND LIABILITY

19.1 Liability

Serenyx is not responsible for:

  • Technical failures
  • Connection issues
  • Third-party service disruptions
  • Game crashes, server outages, or platform downtime affecting matches

Participation is voluntary and at your own risk.

19.2 Cancellation Authority

Serenyx may suspend or cancel events due to unforeseen circumstances.

19.3 Governing Law

These rules are governed by applicable United States law.


Final Authority

FINAL AUTHORITY

Serenyx administrators retain final authority to interpret and enforce these rules. The rules exist to protect competitive integrity, fairness, and league operations.

In any situation not explicitly covered by this rulebook, admins decide based on the spirit of the rules and the best interest of the league.


End of Rulebook