League Info
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.
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.
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
- Regular SCU casual brackets
- Seasonal placement
- Pre-determined community participation (events, content, casting, etc.)
- Admin-announced bonuses
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.
- 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 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
- 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.
- Two teams identify player(s) to trade and ensure Player Value (PV) is equal; SCU Bucks make up any difference
- Trade is presented to the League Commissioner for approval (visible to all captains)
- If approved, teams notify the involved players
- Players have 24 hours to accept or use their Veto
- Once accepted, Commissioner updates all records and the trade is complete
- 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
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.
- 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 must be submitted by the declared deadline
- Once locked, lineups cannot be changed without admin approval
- Fielding ineligible players results in a match forfeit
- 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.
- 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
- 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
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.
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.