Serpenta Battle Royale — Official Game Rules

Last updated: April 7, 2026

Summary: Serpenta Battle Royale is a real-time multiplayer competitive tournament. 4–12 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 4–12 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

Games are organized into Tiers, each with a fixed entry fee (buy-in). The entry fee is charged from the player’s balance upon joining a tournament lobby.

TierEntry FeePaid Entry
Free$0.00No — practice only
Silver$1.00Yes
Gold$5.00Yes
Platinum$10.00Yes

The entry fee is non-refundable once the game countdown begins. If a game fails to start (e.g., insufficient players or server error), entry fees are refunded in full.

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 4 players 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 Fee Deduction

Your entry fee is deducted from your balance when you join the lobby. If you disconnect before the game starts (during the filling phase), your entry fee is refunded. Once the countdown begins, the entry fee 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:

  1. If only one snake is boosting, the boosting snake survives.
  2. If speeds are equal, the smaller snake is eliminated (or both, if equal size).
  3. 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 Fee + 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:

PhaseSafe Zone SizeDuration
1100% of initial radius30 seconds
275% of initial radius40 seconds
350% of initial radius40 seconds
430% of initial radius40 seconds
515% of initial radius40 seconds
65% of initial radius40 seconds
7 (Final)2.5% of initial radiusUntil 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 entry fees minus the platform rake (10%). Prizes are distributed to the top 3 finishers:

PlacementShare of Prize Pool
1st Place50%
2nd Place30%
3rd Place20%

Example Prize Calculations (12 players):

TierTotal PotRake (10%)Prize Pool1st2nd3rd
Silver$12.00$1.20$10.80$5.40$3.24$2.16
Gold$60.00$6.00$54.00$27.00$16.20$10.80
Platinum$120.00$12.00$108.00$54.00$32.40$21.60

Note: Prize pool scales with player count. The examples above assume 12 players. Games with fewer players (minimum 4) will have proportionally smaller prize pools.

Prizes are credited to the winner’s account balance instantly upon game completion. Players finishing outside the top 3 do not receive a prize and forfeit their entry fee.

8. Rake (Platform Commission)

The platform charges a 10% rake on the total entry fees 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 (Silver, Gold, Platinum).
  • The Free tier has no rake and no paid-entry 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
  • Location spoofing — Using VPNs or other tools to circumvent jurisdiction restrictions

Eternel 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 account balance. See our Terms of Service for full details.

10. Practice Mode

The Free tier is available for practice at no cost. In practice mode:

  • No paid entry is involved — no entry fee and no prize awards
  • Players compete against bot opponents to learn game mechanics
  • All gameplay mechanics (movement, boost, collisions, zone) function identically to paid tournaments
  • Practice mode is available in all jurisdictions worldwide, including Restricted Jurisdictions where paid tournaments are not available

We encourage all players to use practice mode to learn the game before entering paid tournaments.

11. Geographic Eligibility

Serpenta Battle Royale paid tournaments are available to players worldwide, except in jurisdictions where those competitions are prohibited by law.

  • Free practice mode is available to all users worldwide with no geographic restrictions.
  • Paid tournaments require that the player is physically located in an eligible jurisdiction at the time of entry. The Platform verifies location using real-time geo-fencing (GPS, IP geolocation, and device location services).
  • Players in Restricted Jurisdictions (see Terms of Service, Article 8 for the current list) will be unable to enter paid tournaments but may still use free practice mode, manage their account, and process withdrawals.

12. 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 · Wyoming, USA — Intellectual Property & Legal

Eternel Games Ltd · Company No. 17139657 · Registered in England and Wales

128 City Road, London, EC1V 2NX, United Kingdom

Contact: [email protected]