Table of Contents
The match lifecycle
Rounds move through waiting, countdown, gameplay, and scoring before the next map is promoted.
| Availability | All lobbies |
|---|---|
| Documentation status | Current behavior |
| Behavior reference | v6.7.18 · reviewed 2026-10-05 |
A room moves through waiting, countdown, active gameplay, and completion/scoring. The bot reconciles the server playlist before starting so it operates on the correct map.
From v6.7.18, rooms with at least two gameplay players can start with one ready player. Automatic starts and .start leave unready/AFK players out; if nobody is ready, the room waits. Spectators and referees do not count toward this two-player rule.
Newly unready players receive one shared extra five seconds on their first countdown during their stay. Several newly unready players add five seconds total, not five each. The same players receive no further extensions on later maps; leaving and rejoining gives a fresh allowance. The extension adds to the configured countdown and any existing chat extension.
A lone player must ready up for an automatic start; an explicit .start retains its existing solo behavior. See the readiness guide.
.wait gives an eligible player a once-per-map allowance before the match starts. In a solo automatic start, readiness loss can cancel a countdown while keeping the same map; the bot waits for a fresh READY signal before retrying. An unready player does not cancel a multiplayer countdown while other players are ready.
After completion, the bot processes scores, accepts map feedback, and promotes the next playlist entry. A mid-match join message helps new arrivals understand the remaining wait and includes a short .time hint. .time checks the approximate remaining time again, using the running map frozen at match start. See countdown troubleshooting.
Worked example
Ready up after downloading, then use .start as an active player to request the normal countdown. If a download cancels it, send a fresh READY signal; the same map can be retained.
Limitations
Readiness and availability checks remain in force. Optional waits apply before match start; they do not extend active gameplay.
Related articles
See a related guide and all features.
Before a speed-changing or converted entry starts
Each mixed-DT Standard item requires its verified DT settings; the following NoMod item restores the configured normal mods. Mania converts require verified converted keys and difficulty. Returned settings/rating mismatches or uncertain transitions hold the start and schedule safe recovery rather than starting an unsafe map. A player's DT opt-out does not interrupt a running match. See mixed DT and converts.
Results-screen intermission: v6.7.23
Rolling out: v6.7.23 was verified live in Rooms 1–3 on October 5, 2026, at 18:38 PDT; Room 4 was still waiting empty on v6.7.22. In a room running v6.7.23, automatic timing pauses while its lone player, or every active gameplay player, remains post-game viewing results. When anyone returns to Idle or Ready, the ordinary pre-countdown wait starts fresh. Spectators and the referee do not count.
Existing readiness requirements and Ready-based early starts remain: returning to Idle does not automatically make you Ready. Explicit .start, .wait, score-fetch delay and the numeric countdown retain their existing behavior. The bot uses already-received referee status events, with no additional API polling. Release notes and protocol details.