SKILL GAMING & CONTEST RULES
- Effective
- 2026-10-06
- Updated
- 2026-10-06
- Version
- 1.0.0
These rules describe how Duel competitions actually run: how entry is held, how each round is seeded and scored, how ties and interruptions are handled, and how a result becomes a settlement in your ledger.
1. Competition formats
A competition is a head-to-head contest between exactly two players. Public competitions are listed in the lobby and can be joined by any eligible player. Private competitions are created for a specific opponent by invitation. Both formats use the same games, the same rules, the same server-side scoring and the same ledger.
Practice play is free, is never settled against your balance, and does not count toward competition records.
2. Entry and holds
- Entry amounts are shown before you confirm, together with the prize for that competition.
- On entry, the amount is placed on hold against your available balance for the duration of the competition. It is not spendable while held.
- You must have sufficient available balance at the moment of entry. A competition cannot be joined against held funds.
- You may hold only one active competition at a time.
- A competition that is cancelled, expires, or is voided releases the hold back to your available balance.
3. Anonymity in public competitions
In public competitions, identifying details of the other player are hidden while the competition is being formed. Both identities are revealed at the same moment, only after both players are confirmed ready by the server. This prevents opponent-selection based on identity.
4. Ready-up and synchronised start
- Both players must confirm ready. A player who does not confirm within the applicable deadline may forfeit.
- Once both are ready, the server sets a single start time and both clients count down to it.
- The countdown is derived from server time, so a refresh or reconnect resumes at the correct point rather than restarting.
- Play begins for both players at the same server-defined moment.
5. Seeds and equal conditions
Each round is issued a seed by the server, and both players play that round from the same seed. Game logic is deterministic with respect to the seed, so both players face the same sequence of generated conditions. Seeds are not predictable in advance by players and are not reused between rounds.
6. Scoring and early decision
Each game defines its own objective and score. Submitted runs are recorded server-side and the server, not the client, determines the round result.
Where a game is score-based and the outcome is already mathematically decided, the round may be resolved immediately rather than requiring the leading player to keep playing.
7. Ties
A tied round never settles a competition. The round number is incremented, a fresh seed is issued, and play continues until the competition is decided. Every round is recorded in the round history.
8. Time limits and per-decision timers
Games may impose an overall time limit and a per-decision timer. Where a decision timer expires, the game applies its published consequence for that game. Deadlines are enforced server-side.
9. Disconnects, crashes and forfeits
- A player who does not submit a result before the applicable deadline may forfeit that round.
- The platform retries failed result submissions in the background before treating a round as unsubmitted.
- A competition affected by a server or platform failure may be voided, with holds released, rather than settled on incomplete data.
- Leaving, closing the browser or refusing to play after entry does not release the entry hold; the round is resolved under these rules.
10. Settlement and prize calculation
When a competition is decided, settlement is performed as a single atomic operation: the holds are released, the prize is credited to the winner's balance, any platform service fee is recorded, and matching ledger entries are written. The ledger is append-only; settlements are not edited after the fact.
The prize shown before entry is the amount the winner receives. Where Duel retains a service fee out of total entries, that fee is already reflected in the displayed prize.
11. Voiding and re-running
Duel may void or re-run a competition where:
- a platform or server failure prevented fair completion
- a defect produced an incorrect or impossible result
- an integrity violation is identified or reasonably suspected
- the competition was never joined by a second player
Voiding releases entry holds. A re-run is issued a new seed.
12. Disputes
Report a suspected incorrect result or a suspected violation within 7 days of the competition, from the match screen or by emailing support@getduel.app. Duel reviews the server-side round record, which is the authoritative record of what occurred, and communicates the outcome through your account or by email.
13. Skill characterisation
Every Duel cash game is designed so that the outcome depends on player skill: both players receive the same seeded course, scoring is deterministic and verified on our servers, and no random element decides the winner.
14. Per-game rules
Each game published for real-money entry has its own rules page stating objective, scoring, winning condition, tie handling, timers, disconnect handling, forfeits and prohibited conduct. Where a per-game rule conflicts with this document, the per-game rule governs that game.
Only games listed as available for cash play in the app can be entered for money. Practice-only games, such as Cube Rush, cannot be.
Questions about this document? Email support@getduel.app.
