Fair play: voids, strikes, AFK and disputes
How the Patch Clash ladder keeps results honest and games fair. The replay check and its hold reasons, every way a match can be voided, strikes and queue lockouts, the AFK challenge and why it closes once the game starts, contesting a result, reporting a player, and who rules.
A ranked ladder is only worth climbing if the results are real and nobody can game the rules. Patch Clash on Vespene leans on one principle throughout: decide from evidence, not from inference. The replay decides results, a button press decides presence, and anything ambiguous goes to a human rather than a guess.
The replay is the referee#
There is no typed score entry on ranked. Every result comes from a replay, and every replay is checked (see Hosting, playing and reporting the result for how to upload one).
Refused outright (the upload is rejected and the match stays open):
- The replay does not contain the match's players.
- It is a plain SC2 game, not Patch Clash.
- The game lasted under 60 seconds.
- It started more than a few minutes before the match was ready (an old game).
- That exact game was already used for another result.
Held for review (the result waits for a moderator; the screen shows the reason in plain words):
| Reason shown | What it means |
|---|---|
| The map doesn't match the one drafted for this game | Someone hosted a different map, often the ladder version of a PCE map |
| A player's race in the replay isn't the one they queued with | Played off-race |
| The game was played long after this match opened | More than twelve hours after the players readied |
| The replay names a different mod than this ladder's | Another extension mod |
| Only one of the two accounts was recognised | One player's character is not tied to their Vespene account |
| The two players' replays describe different games | Both players uploaded, and the copies disagree |
A held game does not bench you: you can keep queueing. No rating moves until a moderator rules. For some reasons (not a race mismatch or an unrecognised account), the second player's copy of the same game naming the same winner can release the hold on its own.
Voids#
A voided match never happened as far as ratings are concerned: no rating change, no XP. Here is every way one happens:
| Void | When | Penalty |
|---|---|---|
| Accept timeout | Someone did not answer the match-found window (35 seconds, 60 at most) | A strike for a one-sided miss by a connected player; none if both missed |
| AFK challenge | The challenged player did not answer within two minutes | A strike only if they were not connected; otherwise a no-fault "standoff" |
| Missed ban clocks | In the rare fallback draft, every ban was taken by the clock and the player was not connected | A strike |
| SC2 collision | The Companion saw you start another SC2 game while your match was still in the draft | None |
| Opponent never showed | In the fallback draft, the draft was never touched and one side never arrived | None |
| Draft timeout | The draft stalled for five minutes | None |
| No result | Three hours after the match was made with no result | None |
| Moderator | A ruling voided it | None |
Whoever was present goes back into the queue automatically with their wait time kept after a void caused before the game (a missed accept, an AFK void, a collision, a no-show), as long as they were active on the site in the last minute. A no-show costs you seconds, not your place. The three-hour no-result void, a moderator's void and a two-sided accept miss requeue nobody.
Strikes and lockouts#
A strike locks you out of the queue:
| Strike | Lockout |
|---|---|
| 1st | 1 minute |
| 2nd | 3 minutes |
| 3rd | 9 minutes |
| 4th | 27 minutes |
| and so on | tripling, capped at 24 hours |
Completing a match (win, loss or draw) clears your strikes. A strike only ever comes from a match you were paired into. For the match-found window it takes a connected browser that ignored the prompt (a closed laptop never saw it); for an AFK challenge or missed ban clocks it is the opposite, and only a player who was not there is struck. Pressing FIND MATCH while locked out tells you how many minutes are left.
The site also keeps a lifetime count of dodges, visible on a player's chat name card. Ladder admins can suspend an account from the queue entirely.
The AFK challenge#
For an opponent who never arrives in SC2, the match screen offers Opponent AFK? from a minute after the match is found. It starts a two-minute clock on your opponent, who sees an alert (on the ranked screen it plays a sound even when match sounds are muted) and answers with I am here, READY.
- If they answer, the clock is cleared and you carry on.
- If they do not answer and were not connected, the match voids, they take a strike, and you go back into the queue with your wait kept.
- If they do not answer but were connected, it voids as a standoff with no penalty for anyone.
Why it closes once the game starts#
The AFK clock exists for a no-show. It used to be available for the whole match, which let a player in a losing position start it against an opponent in fullscreen SC2, who can never see the site's alert. So the clock closes when:
- either player presses GAME STARTED, or the Companion reports the game started (a running clock is cleared, with no void and no strike), or
- ten minutes have passed since the match went live, when the game is presumed to be under way.
A new challenge is refused in the last two minutes before that point, so no clock is ever started that would have to be cancelled. A clock that expires after the game counts as under way does nothing. GAME STARTED can only be undone by the player who pressed it, one undo per match, and a Companion stamp cannot be undone at all.
A draw cannot be offered while an AFK clock is running, and neither can a call-off.
If you have both agreed not to play (a patch, a crash before the game), do not fake a no-show with the clock: one of you asks to call off the match and the other agrees, and nobody takes a penalty. See Hosting, playing and reporting the result.
Contesting a result and reporting a player#
Your HISTORY tab lists every match you played, with two buttons (see Leaderboard, player cards and match history):
- Result is wrong: for a completed match, within 72 hours. Use it when the recorded winner is wrong.
- Report player: for a completed or voided match, within 14 days. Use it for conduct: griefing, abuse, a suspicious account.
Both need a short note. Filing never moves a rating. Only a moderator's ruling does, and a ruling is applied properly: ratings, win-loss records and Clash XP are reversed and re-applied as if the game had gone the ruled way.
Who rules#
- Ladder moderators are granted per ladder by the site admins. Site moderators and admins can moderate every ladder.
- Moderators see the REVIEW tab (held games: confirm the reported result, award the other player, or void) and a whole ladder view in HISTORY with Award, Record a draw, Void game and Dismiss for reports.
- A moderator never rules on a match they played. The site refuses it; only an admin can.
- Every ruling is recorded with who made it.
Privacy by design#
A few rules exist to stop information leaking in ways that could be exploited:
- Queue announcements name nobody. The chat line shows only how many are in queue and a league crest for each; the Discord post shows a rounded rating range. Pairings and results do name players, because by then the game is a two-sided fact.
- Ban stats cannot give away your opponent's bans. The ban rate on the draft board only counts finished matches and refreshes every few minutes. The ladder-wide veto figures in the Ladder stats door are published in batches and rounded so no single match ever shows. See Ladder stats, map pool and balance notes.
- Chat never shows a real name or an e-mail prefix. See Ladder chat and the Discord bot.
Related#
- Hosting, playing and reporting the result for reporting.
- Match found and the map draft for the accept window.
- Ladder chat and the Discord bot for chat moderation.