Serpenta Battle Royale — Official Game Rules
Last updated: March 9, 2026
Summary: Serpenta Battle Royale is a real-time multiplayer competitive tournament. Up to 12 players compete in a shrinking arena. The last player standing wins. The top 3 finishers share the prize pool (50% / 30% / 20%). Player-versus-player outcomes are determined by player actions and fixed game rules, not by random number generation.
1. Overview
Serpenta Battle Royale is a fill-and-lock tournament where up to 12 players compete simultaneously in a real-time arena. Each player controls a snake, navigating the arena to collect food, eliminate opponents, and survive a progressively shrinking zone.
All outcomes are determined by player actions: movement direction, boost timing, positioning relative to opponents, and strategic zone management. No random number generator (RNG) determines the outcome of any player-versus-player encounter.
2. Entry & Tiers
Tournaments are organized into Tiers, each with a fixed entry cost denominated in Gems. Gems are the virtual in-game currency of Eternel Games and are purchased on-platform; they have no monetary value and cannot be redeemed for cash. Entry costs and prize distributions for each Tier are displayed in the lobby before you join.
A Free Tier is also available for practice at no Gem cost. The current set of Tiers may be adjusted from time to time.
The entry cost is deducted from your Gem balance when you join a tournament lobby. The cost is non-refundable once the game countdown begins. If a game fails to start (e.g., insufficient players or server error), entry costs are refunded in Gems.
3. Lobby & Matchmaking
3.1 Lobby Filling
Players join an open lobby for their selected tier. The lobby holds up to 12 players. Once the lobby is full (or the minimum player threshold of 2 is met and conditions are satisfied), the lobby locks — no additional players may join.
3.2 Countdown
After locking, a 5-second countdown begins. During the countdown, all players see the participant count and the total prize pool. The game starts simultaneously for all players when the countdown reaches zero.
3.3 Entry Cost Deduction
Your entry cost (in Gems) is deducted from your Gem balance when you join the lobby. If you disconnect before the game starts (during the filling phase), your entry cost is refunded. Once the countdown begins, the entry cost is non-refundable.
4. Gameplay Mechanics
4.1 Movement
Each player controls a snake using continuous directional input (mouse, touch, or controller). The snake follows the player’s cursor or touch position with smooth angular interpolation.
- Snake speed increases with size (thickness) — larger snakes move faster but turn more slowly.
- Movement is physics-based and deterministic. No randomness is involved in speed or turning calculations.
4.2 Boost
Players can activate a boost to temporarily increase speed to approximately 1.95x base speed. Boosting consumes the snake’s segments (size), creating a strategic trade-off: speed vs. survivability.
- Boosting leaves behind food particles that other players can collect.
- Strategic boost usage is a core skill — using it at the right moment can secure kills or escape danger.
4.3 Food Collection
The arena contains food particles that snakes collect by moving their head near them:
- Ambient food — Spawns throughout the arena. Collecting it increases your snake’s size.
- Death food — When a snake is eliminated, its body converts into food carrying the eliminated player’s value. Collecting death food increases both your size and your carrying value (score).
Food collection requires positioning skill — you must navigate your snake’s head within collection range of the food.
4.4 Collisions & Combat
Combat in Serpenta is entirely deterministic. There are two types of collisions:
Head-to-Body Collision:
If your snake’s head touches another snake’s body, you are eliminated. This is the primary combat mechanic and requires spatial awareness, positioning, and evasion skills.
Head-to-Head Collision:
When two snake heads collide, the outcome is determined by a fixed, deterministic hierarchy:
- If only one snake is boosting, the boosting snake survives.
- If speeds are equal, the smaller snake is eliminated (or both, if equal size).
- Otherwise, the slower snake is eliminated.
No random number generator is used in any collision resolution.
4.5 Score (Carrying Value)
Your score represents your total carrying value:
Score = Entry Cost (Gems) + Value from Collected Death Food
Score determines your share of the prize pool if you finish in the top 3. Higher-skilled players who eliminate more opponents and collect more death food accumulate higher scores.
5. Shrinking Zone
The arena features a shrinking safe zone that progressively forces players into a smaller area, preventing stalling and ensuring the game reaches a conclusion.
5.1 Zone Phases
The zone shrinks through 7 phases:
| Phase | Safe Zone Size | Duration |
|---|---|---|
| 1 | 100% of initial radius | 30 seconds |
| 2 | 75% of initial radius | 40 seconds |
| 3 | 50% of initial radius | 40 seconds |
| 4 | 30% of initial radius | 40 seconds |
| 5 | 15% of initial radius | 40 seconds |
| 6 | 5% of initial radius | 40 seconds |
| 7 (Final) | 2.5% of initial radius | Until game ends |
5.2 Zone Damage
Players outside the safe zone take progressive damage:
- Damage increases with each phase — early phases deal mild damage, later phases deal severe damage.
- Outside the zone, your snake loses segments progressively. In the final phases, zone damage is near-instant elimination.
- Zone damage applies equally to all players — there is no random or asymmetric zone damage.
5.3 Strategic Importance
Zone management is a critical skill. Players must balance:
- Staying inside the zone for safety vs. venturing outside to collect food or engage opponents
- Positioning near the zone edge to control space vs. centering for maximum future options
- Timing rotations to new zone positions as the safe area shifts
6. Elimination & Victory
A player is eliminated when:
- Their snake’s head collides with another snake’s body (head-to-body collision)
- They lose a head-on collision (head-to-head, resolved deterministically)
- Zone damage reduces their snake to the minimum size and they remain outside the zone
When eliminated, the snake’s body converts into death food that other players can collect.
The game ends when 1 or fewer players remain alive. Players are ranked by the order in which they were eliminated (last eliminated = highest placement). The last surviving player wins 1st place.
If all remaining players are eliminated simultaneously, placement is determined by the order of elimination within that game tick.
7. Prize Distribution
The prize pool is the sum of all Gem entry costs minus the platform rake (10%). Prizes are awarded in Gems to the top 3 finishers:
| Placement | Share of Prize Pool |
|---|---|
| 1st Place | 50% |
| 2nd Place | 30% |
| 3rd Place | 20% |
Prizes are credited to the winner’s Gem balance instantly upon game completion. Players finishing 4th through 12th do not receive a prize and forfeit their entry cost.
Gems won as prizes are subject to the same terms as purchased Gems: they have no monetary value, cannot be redeemed for cash, and cannot be withdrawn or transferred off-platform.
8. Rake (Platform Commission)
The platform charges a 10% rake on the total Gem entry costs collected for each Battle Royale tournament. This rake is deducted from the total pot before prizes are distributed.
- The rake is the same across all paid tiers.
- The Free tier has no rake and no Gem prize awards.
- The rake is disclosed transparently in the lobby before the game begins.
9. Fair Play & Prohibited Conduct
The following conduct is strictly prohibited:
- Collusion or teaming — Coordinating with other players to gain unfair advantage
- Feeding — Intentionally losing or transferring value to another player
- Automation — Use of bots, scripts, macros, or any automated play
- Bug exploitation — Exploiting glitches or unintended behavior
- Multi-accounting — Using more than one account
- Account or Gem trading — Sharing, selling, or transferring accounts or Gems
Eternel Games uses automated behavioral detection systems including proximity analysis, movement pattern correlation, and selective non-aggression tracking to identify prohibited behavior.
Violations may result in warnings, temporary suspension, permanent ban, and/or forfeiture of Gem balance. See our Terms of Service for full details.
10. Practice Mode
The Free tier is available for practice at no Gem cost. In practice mode:
- No Gem entry is involved — no entry cost and no Gem prize awards
- Players compete against bot opponents to learn game mechanics
- All gameplay mechanics (movement, boost, collisions, zone) function identically to paid tournaments
We encourage all players to use practice mode to learn the game before entering paid tournaments.
11. Game Parameter Changes
The Operator may adjust game parameters — including but not limited to player count, zone behavior, collision mechanics, prize distribution, and rake rates — at any time. Material changes to game rules will be communicated with reasonable notice and this page will be updated accordingly.
The “Last Updated” date at the top of this page always reflects the current version of the rules.
Eternel Games LLC
Contact: contact@eternel.games