Our rules

Fair play

Five commitments that apply to every part of StackRivals, now and later.

1. No real money on the line

No stakes, deposits, wagers, prize pools or payouts. There is no in-game currency with monetary value.

2. No pay-to-win

Paying never changes gameplay. Pieces, speed, handling and matchmaking are identical for everyone.

3. Earned rewards stay earned

Rank-tier skins and season rewards come only from verified competitive results. They are never for sale.

4. No loot boxes

We will never sell randomized items.

5. The server decides

Games are deterministic: a seed plus a timestamped list of inputs fully defines the outcome. Our server replays that log to compute scores and results. Anything a browser claims on its own is ignored.

Levels, XP and the skill tree

XP comes only from server-verified matches and practice runs: 40 for finishing a match, +40 for a win, +100 for your first win of the day, 150 per daily challenge. Bot matches are scaled by difficulty and Rookie-bot wins stop paying after 5 a day. Forfeits and flagged matches earn nothing. Skill-tree unlocks are cosmetic, convenience, practice tools and spell variety — no node changes score, gravity, mana, spell costs, cooldowns, piece order or matchmaking, and your level never affects who you're matched with. Level rewards can't be bought, and StackRivals Pro never grants XP or skill points.

How 1v1 results are decided

Both players get the same seed, so the same pieces in the same order. Your browser only sends the keys you pressed and when. When the match ends, our server replays both input logs with the same game engine and the higher verified score wins; equal scores are a draw. Scores shown during a match are a preview only.

Disconnects and leaving

  • If you lose connection, you have 15 seconds to come back. Your game picks up from the inputs we already received.
  • If you don't return in time, your board freezes and the match continues to its normal end. Your score is whatever was verified up to the disconnect.
  • If both players disconnect, the match is voided and no result is recorded.
  • Leaving a running match on purpose (Forfeit) is a loss, whatever the score.
  • When a match is found, both players have 20 seconds to confirm. If one doesn't, the match is cancelled and the player who confirmed goes back into the queue.

Chat rules

  • Free-text chat is open before a match starts and after the result. During play you can only send the six quick messages (keys 1–6): gg, nice, rematch?, well played, oops, 🔥.
  • Messages are limited to 200 characters and 5 messages per 10 seconds. Links are removed and offensive words are masked automatically.
  • Every message has Mute (hide that player for you), Block and Report. Blocking works both ways: neither of you sees the other's messages, and you can't challenge or rematch each other.
  • Reports go to our moderators, who can remove messages and mute players. Harassment, hate speech, threats, spam and sharing personal information are not allowed.
  • Chat messages are deleted automatically after 30 days.

Spell Battle

Spell Battle is a separate mode with its own queue; classic 1v1 has no spells. You earn mana only from line clears (1 / 3 / 5 / 8 for 1–4 lines, +1 per combo step, max 20). Every cast is part of your move record, and the server replays both players together — including spells that cross between boards — to decide the result. Casts without enough mana, during the 3-second cooldown or outside your loadout are flagged. Spells can never be bought; only their visual effects may become cosmetics later.

Spectating

Quick Match and Spell Battle can be watched by signed-in players. Spectators receive every move at least 3 seconds late, from the server — never live — so watching can't help either player. Spectators can only send reactions (👏 🔥 😮 GG), which are rate-limited, and players can mute them. Private challenge matches are only watchable if both players allow spectators in Settings. Bot matches are never listed.

Cheating

Input logs that are impossible for a human — inputs faster than plausible, inputs after topping out, or more game time than real time has passed — are flagged and held for review instead of counting. Automation, input injection and account sharing are against the rules. Matches are unrated for now; bot matches are never rated.