Skip to content

Match Interruptions

Active
Status
Active
Version
1.0
Effective date
2026-06-15
Change history
  • 1.02026-06-15: Initial policy.

What happens when a match cannot be played cleanly from start to finish.

Matches are played in custom games, so things can occasionally go wrong: a connection drops, a lobby will not form, or someone does not show up. This policy explains how those situations are handled. The mechanics of reporting are in the Results guide.

If a problem stops the match before it really begins — for example, the custom game cannot be set up, or someone cannot connect — the match is reported as not played rather than as a win or loss. No rating changes.

If a player disconnects during a match, how it is treated depends on when it happened and its effect on the game. If the disconnect clearly decided the outcome, players are expected to report the situation honestly rather than record a result that misrepresents what happened. Repeated or deliberate disconnecting to avoid a loss is treated as a conduct issue under Participation and Conduct.

If something goes wrong early and all participants agree to replay, they may remake the match. A remade match is played and reported as a fresh match. Only the result that was actually played and agreed is recorded.

If a player does not show up, or leaves before the match can be played, the match is reported as not played. Repeated no-shows or abandoning matches affects your standing and may lead to the remedies described in Participation and Conduct.

“Not played” is a distinct outcome, separate from a win, loss, or draw. To use it, every participant must agree, and a reason is given. A not-played match does not change anyone’s rating. This keeps genuine results separate from matches that never really happened.

Where participants cannot agree, or where an interruption is disputed, staff can step in to decide how the match is recorded. Staff weigh the evidence and context and hold final discretion. Raise these cases through Results and Disputes.