SCU

League Info

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Seasons
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Official Documentation

Base League Manual

StarCraft Underground League — Competitive Ruleset

The league aims to establish a team-based competitive environment emphasizing:

  • Long-term roster development and team identity
  • Team economy management
  • Professional conduct with reliable match execution

This is not a coaching league; teams maximize winning chances throughout their franchise existence. All participants compete to win while maintaining league standards.

Teams
4 (scalable as SCUL grows)
Roster Size
Minimum 20
Season Length
~6 weeks (defined per season)
Administration
Discord · Google Sheets · Challonge

General Conduct

All players, captains, and staff are expected to act professionally and put forth a positive image for SCU and their teams. Prohibited behavior includes:

  • Harassment, slurs, or targeted abuse
  • Match fixing or intentional underperformance
  • Exploiting rule loopholes in bad faith
  • Admin harassment or public dispute escalation

Admins may issue warnings, economic penalties, match forfeits, or player/team removal for severe cases.

Competitive Integrity

Players must compete to the best of their ability. Smurfing, account sharing, or identity misrepresentation is forbidden. Strategy discussion is unrestricted, but collusion between teams is not allowed.

Each team designates one Primary Captain. Captains can structure their team and delegate tasks however they see fit — the teams belong to the players. Regardless of delegation, admins hold captains accountable for:

  • Draft bidding
  • Lineup declarations
  • Trade decisions
  • Ensuring weekly match completion
  • Team culture

The league operates on a closed internal currency: SCU Bucks. SCU Bucks are a long-term currency used for:

  • Player draft bids
  • Player trades
  • Optional bracket buy-ins or league events
  • Economic penalties and incentives
Earning SCU Bucks
  • Regular SCU casual brackets
  • Seasonal placement
  • Pre-determined community participation (events, content, casting, etc.)
  • Admin-announced bonuses
Balance Cap

All balances are tracked publicly. Balances are capped at $1,200 SCU Bucks by the beginning of the next draft. Any excess SCU Bucks will be forfeit.

The league uses a Captain-Controlled Simultaneous Blind Bid Draft, held prior to each season after off-season trades and SCU Buck events.

Blind Mechanism
  • The lowest-seeded team begins with the "Blind" and nominates the first player
  • The Blind rotates in reverse seed order (4 → 3 → 2 → 1)
  • Once a player is nominated, teams have 1 minute to secretly DM the draft admin their bid
  • The highest bid wins the player; ties go to the team currently holding the Blind
Round Bidding Restrictions
  • Round 1: Only 4th and 3rd seeded teams may bid
  • Round 2: Only 4th, 3rd, and 2nd seeded teams may bid
  • Round 3+: All teams may bid
Budget Rules
  • Teams cannot bid more SCU Bucks than their current balance
  • Drafts may have a minimum bid cost per player
  • If a team hasn't reached its roster maximum but can't fund the minimum bid, they continue bidding the minimum until the maximum is reached or all players are drafted, accruing debt as needed
  • Winning bid costs are recorded and used for future player valuations

Trades may only occur during official trade windows between teams in good standing. Compensation may include SCU Bucks, player-for-player exchanges (2-for-1 or other combinations), or mixed packages.

Trade Process
  1. Two teams identify player(s) to trade and ensure Player Value (PV) is equal; SCU Bucks make up any difference
  2. Trade is presented to the League Commissioner for approval (visible to all captains)
  3. If approved, teams notify the involved players
  4. Players have 24 hours to accept or use their Veto
  5. Once accepted, Commissioner updates all records and the trade is complete
Player Veto
  • Each player may use their Veto once per trade window
  • After a Veto, the receiving team cannot trade for that player for the remainder of the window (the player may still trade with other teams)
  • Players may only be traded once per trade window
Admin Oversight

All trades require admin approval to ensure competitive integrity, prevent collusion, and confirm roster legality. Admins may reject or modify trades. The league may also impose minimum trade values, trade caps per window, trade taxes, or trade rebates.

Default Match Time
Sunday 3:00 PM EST
Scheduling
  • Weekly matchups are published via Discord and managed in Challonge
  • Captains must coordinate lineups and scheduling promptly within the provided time window
  • Players who do not show to an agreed time within 15 minutes without prior notification may face a forfeit
  • Failure to schedule may result in forfeits or economic penalties
Lineups
  • Lineups must be submitted by the declared deadline
  • Once locked, lineups cannot be changed without admin approval
  • Fielding ineligible players results in a match forfeit
Match Rules
  • Maps and series length are based on the format announced prior to the season
  • Replays must be submitted for all matches for casting and record keeping
  • Whatever race a player chooses for a series, they must play it throughout the series but may change between opponents unless otherwise stated
  • If asked what race a player will play in an upcoming series, their answer is binding
  • Disconnects and disputes are adjudicated by admins

The league prioritizes consistency over severity. Possible penalties include:

  • SCU Buck fines
  • Match losses
  • Draft restrictions
  • Player suspensions

Repeat offenses escalate penalties.

Contracts are introduced in Season 2 and are expected to evolve over time.

Default Length
2 seasons
Maximum Length
4 seasons +25 SCU Bucks/season added
Slots Per Team
5× 4-season · 5× 3-season · ∞ 2-season
Contract Rules
  • Season 1 participants receive fresh contract lengths from their Captain prior to the Season 2 Draft (Season 1 time does not count)
  • Drafted players receive a default 2-season contract; teams may spend +25 SCU Bucks per season to extend up to 4 seasons
  • A player's contract type remains the same as long as they stay on the team, regardless of remaining time
Trade Contracts
  • When traded, a player moves at their current contract type (e.g., 4-season) and the contract refreshes to full length
  • The receiving team must have an available contract slot of the appropriate type
Captain Contracts

Captains have no contracts and are permanent members of their team until resignation. Upon resignation, a former Captain becomes a player with a 2-season contract.

Resignations

Players may resign at the end of a season to re-enter the Free Agent Pool. The player notifies their Captain; admin data is updated during the resignation window (prior to the trade window). The player re-enters the pool with a 2-week fielding restriction before their next team may field them.

Can teams hoard SCU Bucks for later seasons?
Yes. SCU Bucks are meant to be a long-term currency. Hoarding is permitted up to the $1,200 cap.
Can players refuse to play for their team?
No. Drafted players are expected to compete for their assigned team.
What if a player becomes inactive?
Captains may petition for replacements during approved windows.
Are builds or races restricted?
No. All in-game strategies are legal unless explicitly banned.
Do Captains have to play?
No. If all required lineup slots are filled, no other players need to play. Players can be drafted purely for their administrative or strategy value.
Is the league format always going to be the same?
There will be a standard league format, but additional optional league-exclusive events of various unique types (FFA, 2v2, Race Wars, etc.) will also be available.
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