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Policy: leaving a match after accepting (two-tier consequences)

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
25/100
Issue type
Feature
Clarity
Needs clarification
Activity status
Quiet
Tech stack
typescript
Domain
backend

Research direction

Start by reading the referenced match-acceptance issue, Balatro-Multiplayer/BalatroMultiplayer#493, and trace how leaving is currently handled after acceptance. No files, tests, or entry points are named here. Done requires agreement on the run-start boundary, ban-phase MMR loss, and queue-time penalty before implementation can be scoped.

Written by the indexing model from the issue text.

Description

Status: needs triage (policy / enhancement)

Summary

Once a player accepts a match (Balatro-Multiplayer/BalatroMultiplayer#493), they may still need to leave. Consequences should depend on when:

  • Leaving after the run has started → treated as a normal loss (full game loss + MMR loss), same as any forfeit mid-game.
  • Leaving during the ban phase (before the run starts) → some MMR loss but no game loss, plus possibly a queue-time penalty. Bailing during bans is lighter than abandoning a live game, but shouldn't be free.

Open questions

  • How much MMR the ban-phase leave costs (fixed amount vs fraction of a loss).
  • Size of the queue-time penalty, and whether it escalates on repeat.
  • Exact boundary for "run started" (first blind? deck locked in?).
Dominant language
TypeScript
Stars
13
Forks
21
Avg merge
3d 16h
Merged PRs (30d)
6

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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