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Rules

The game in a minute

Pick a squad of real players from ABC's Tier 1 league. When they play, their kills and their team's finishes earn points for you. The manager with the most points after 7 nights wins the league, with a Cup running alongside it.

  • Build a squad of 4–5 cards within a 48 SCC budget.
  • Field four players and name one IGL and one Deputy. Your IGL's finishing points count double.
  • Your squad scores automatically from real match results. You do not set a lineup each night.
  • Make up to 2 card changes when the mid-season transfer window opens.

Your squad

Building your squad

Size and budget. Pick 4–5 cards. Their total price must be 48 SCC or less.

One player per team. You cannot pick two players from the same ABC team. This rule is checked when you build your squad. If a transfer later puts two of your players on the same team, you keep both, and My Squad will flag it.

Four play, one waits. Four cards are fielded and score each night. A fifth card is your substitute. It automatically replaces any fielded card who does not play that night (see How you score).

Your IGL and Deputy. Choose one fielded card as your In-Game Leader (IGL). Their finishing points and any MVP bonus are doubled. Choose another fielded card as your Deputy. The Deputy becomes IGL on any night your IGL does not play.

Confirm it. Your squad must be confirmed to score points and enter the Cup. You can change a confirmed squad at any time until the draft locks.

Reading a card

The rating. The big number is the card’s rating. It is calculated from six stats and measured against every other player in the league. A higher rating means a higher-ranked card.

The colour. The colour shows where the card’s rating ranks in the league:

ColourWhere he sits
Goldtop 3%
Aethernext 15%
Novanext 40%
Jadethe rest

The playstyle. Every card has one of four playstyles, based on the balance between the player’s kills and his team’s finishes:

PlaystyleThe player who…
Rotationalplays a supporting role
Fraggergets kills
Anchoris on a team that finishes high
Closergets kills, and his team finishes high

The stats. Tap ⓘ on a card to see what each stat means. Availability shows how many of his team’s lobbies the player played, so a player who misses more lobbies has fewer chances to score. The form arrow compares his last 6 lobbies with his season average: ▲ more kills than usual, ▼ fewer.

The price. Prices are based on last season’s rating and range from 4 to 12 SCC. A player new to the league costs 7.5 SCC. Prices are fixed during the draft and change once, when the transfer window opens.

Full history. Open a card and tap Full history to see every lobby the player has played.

How you score

Each card scores from every lobby the player plays. Your total for the night is the combined score of your four scoring cards, including any substitute who steps in.

Every lobby

ForPoints
Playing the lobby+1
Each kill+0.5
Team finishes 1st+10
Team finishes 2nd+8
Team finishes 3rd+6
Team finishes 4th+4
Team finishes 5th+3
Team finishes 6th+2
Team finishes 7th+1
Team finishes 8th+1
Team finishes 9th or below0
40% or more of the team's kills+2
30% or more of the team's kills+1

The two kill-share bonuses do not stack. If a player qualifies for both, only the larger bonus is awarded.

Every night

ForPoints
Playing every lobby of the night+2
MVP of the Night (one player, chosen by staff)+5

Your IGL. Your IGL's team-finish points are doubled, and any MVP bonus is doubled. His kills, lobby-played points, all-lobbies bonus and kill-share bonus are not doubled. If your IGL plays no lobby that night, your Deputy becomes IGL for that night.

Your substitute. If a fielded card plays no lobby that night, your substitute automatically takes that card’s place for scoring. You do not choose or set the substitute.

An example. Your IGL plays two lobbies. In the first, his team finishes 2nd and he gets 6 of its 14 kills (43%). That lobby scores:

1 + 3 + (8 × 2) + 2 = 22 points

That's +1 for playing, +3 for six kills, +8 for the 2nd-place finish doubled by the IGL bonus, and +2 for the kill-share bonus.

Deductions and bans

Breaking a rule. If ABC penalises a player for breaking a rule, his card loses 5 points for that lobby. If ABC does not identify the player who broke the rule, every card from that team loses 5 points for that lobby.

A team zeroed by ABC. If ABC removes a team’s placement for a lobby, its cards receive no finishing points for that lobby. Their kills still count.

A ban or suspension. If ABC bans or suspends a player, all points that player’s card has earned for you during the current SCL season are wiped. You receive no refund, and you do not get a free replacement.

No protection for bans. A ban or suspension is treated as the player’s own responsibility. Points lost for other reasons outside your control may be protected under When a player can’t play. This protection does not apply to bans or suspensions.

The season

Step by step

Registration week. The draft opens when ABC’s registration opens. A card shows Confirmed once its player has registered for the new season, and Unconfirmed until then.

Registration closes. The draft locks. Any card whose player did not register is removed from your squad and refunded in full.

The day before the season. Fill any open squad spot using registered players only. If you do not fill it, the highest-rated card you can afford is added for you automatically. The Shop also runs that day (see The Shop).

Launch. The season begins. Every confirmed squad enters the Cup. The Draft Reveal shows which cards each manager picked, but not the manager’s name.

Nights 1–7. Points are added each night after staff close the night. After night 3, the league leader’s squad appears on Spotlight.

Nights 4–5. The transfer window is open (see Transfers).

Night 7. The final night determines the league and the Cup winner.

The Shop

The Shop lets you trade League Points for extra budget, or unused budget for League Points, before the season starts. You can place one Shop order per season.

Buy or sell, not both. Buy up to 3 SCC of extra budget, or sell up to 3 SCC of your unused budget.

What it costs. Buyers pay League Points for extra budget. The cost is spread evenly across every night of the season:

BudgetLeague Points
1 SCC14
2 SCC30
3 SCC48

Sellers receive the corresponding League Points for the budget they sell, spread evenly across the season as a nightly bonus.

When there is more demand than supply, or more supply than demand, the available amount is divided between managers in proportion to the amount each manager asked to buy or sell.

You can change or cancel your order until staff settle the Shop. Buyers can spend any extra budget in the Draft before the season starts. All Shop trades appear in the Draft Reveal under the managers’ team names.

Transfers

When. The window opens after night 3 is closed and closes before the first lobby of night 5.

How many. You can change up to 2 cards during the window. Every card you sell or add counts as one change. Swapping one card for another therefore uses two changes.

Prices. Every card is repriced once when the window opens, based on how the player has performed this season.

Selling. When you sell a card, you get back the price you paid, plus half of any increase in its price. If its price has fallen, you still get back the full price you paid.

When a new card starts scoring. A new card starts scoring from night 4 if you confirm the change before that player’s first lobby of the night. Otherwise, the card starts scoring from night 5. Once confirmed, a transfer cannot be reversed.

Your lineup. While the window is open, you can change your four fielded cards as often as you like. You can also change your IGL or Deputy once during the window. This limit does not apply when your IGL or Deputy was sold, removed, or became inactive; in those cases, you can name a replacement without using your one change.

When a player can’t play

Some things are outside your control. When they happen, your card is protected:

What happensWhat you get
He did not register for the seasonHis card is removed, you get a full refund, and you choose a replacement before the season starts. If you do not choose one, one is picked for you.
His team withdraws, is banned, or misses 2 consecutive nightsHis card becomes inactive. You keep all points he has already earned, get a full refund, and receive a free replacement. The replacement does not use a transfer.
He leaves the league mid-seasonHis card becomes inactive. You keep all points he has already earned, get a full refund, and receive a free replacement. The replacement does not use a transfer.
He moves to another team in the leagueHis card stays active. He continues to score for his new team, and My Squad shows the change.

A refund is always equal to the amount you paid for the card. It can never be less.

Not covered: a player who is banned or suspended (see Deductions and bans).

Competitions

The league

The table. Your total score is the sum of all your nightly scores. The arrows show how your position changed since the previous night.

Ties. If managers have the same total points, the manager who scored the most nightly wins ranks higher. If they are still tied, the manager with the higher single-night score ranks higher.

A night you miss. If you have no scoring squad for a night, you score 0 points for that night. Your previous points remain unchanged.

Manager of the Day. The manager with the highest total score for that night is Manager of the Day. A tie is shared. It is a bragging-rights award shown on Spotlight and the League.

The Cup

Who’s in. Every manager with a confirmed squad when the season starts enters the Cup automatically. There is no separate sign-up.

How a round works. Each night, you face one other manager. The manager with the higher night score wins. A win is worth 3 Cup points; a draw is worth 1.

Qualifying, then knockouts. The first rounds are qualifying rounds. You are paired with a manager who has a similar Cup record, and you cannot face the same manager twice. The top 8–16 managers, depending on the number of Cup entrants, advance to the knockout bracket. The knockout bracket ends on night 7.

Ties. In qualifying, managers level on Cup points are separated by total League points, then total kills. In a knockout, a drawn night is decided by the combined kills scored by their cards that night. If they are still tied, the higher seed advances.

The Ghost. If there is an odd number of managers, one manager faces the Ghost in each round. The Ghost’s score is the middle night score of all managers in that round.

What everyone can see

Always public: your team name and your current place in the League and Cup.

Your squad is private, except for these two cases:

  • After night 3, the league leader’s squad is shown on Spotlight.
  • The Manager of the Day’s cards are shown each night.

The Draft Reveal at the start of the season shows the most-picked players, IGLs and teams without manager names attached. It also shows every Shop trade by team name.