Oceanink Series Rules

The following outlines the rules and format of the Oceanink Series.

See the info page about the current season for specific dates. For any assistance please use the #series-help-desk channel in Oceanink Series Discord server, and ping the Series Admin role.

Times are in Australian Eastern Standard Time (AEST, UTC +10).


1. General

Please note that participation in the Oceanink Series grants the organisers permission to use player and team details in Oceanink Squids-produced material including advertisement graphics and live streams of matches.

2. The Oceanink Squids Code of Conduct

Oceanink Squids is a community that strives both to foster a competitive drive and an amicable community. We expect everyone to treat one another with respect in an environment free of harassment and discrimination, and to display good sportsmanship in and out of the game. Organisers may, at their discretion, warn or discipline players or teams acting abusively or in an unsporting manner, and bans may be issued without warning if deemed appropriate.

The Oceanink Squids Code of Conduct applies to all Oceanink Squids events, including the Oceanink Series. The CoC can be found here: https://oceaninksquids.com.au/conduct/ 

If you see that something has violated this Code of Conduct, please raise your concerns with an Oceanink Series admin.

In particular, we will not tolerate:

  • Abuse directed towards players or admins
  • Cheating, exploitation or hacking of the game system in order to gain a competitive advantage
  • Disconnecting deliberately from matches for any reason
  • Imitating other players within the community or league

A ban from any Oceanink server also applies to the ability to participate in the Series, and vice versa.

3. Glossary

  • Game: one map+mode combination in Splatoon 3 (e.g. a Splat Zones game on Hagglefish Market).
  • Match: a best-of-x games contest between two teams 
  • Outstanding match: an available-to-play match outside of the current week’s scope.  Includes deferred matches and floating matches
    • Deferred match: a match which can not be played in its designated week, and therefore must be scheduled for later in the Season.
    • Floating match: a match without a fixed match week. Can be played at any time once the relevant maplist is released. 
  • Post-season tournament: A tournament occasionally hosted after the season for players from the various divisions to play in. Post-season tournaments and the format used will be run depending on the amount of interested teams. 

For other bracket terms, such as “Best of” and “Round Robin” see this guide.

4. Player/Team Eligibility

  • Teams shall consist of no less than 4, and no more than 7 players.
    • Failure to maintain a team of minimum 4 players can result in disqualification from the season.
  • The captain of the team must be fluent in English and be in the Oceanink Series Discord server.
  • Players can only be registered in one team in the Series at a time. Players cannot substitute in for another team in the Series.
    • If you need to add players to your roster, see Section 5.
  • Players must be from Australia, New Zealand, Oceania, South-East Asia, China, Hong Kong, Taiwan, or South Korea to be eligible to participate. 
  • There are no age restrictions to play in the Series, however members in the Discord server must meet Discord’s minimum age requirements.
  • If you’re not sure whether a player is eligible, contact the admin team!

Map of eligible regions (yellow areas).

5. Player Transfers

  • A transfer consists of a player moving from one team to another or a player joining a team from outside of the series.
  • Players leaving a team do not count as a transfer. Teams may remove players from their roster at any time, provided it does not drop them below the minimum number of four players.
  • While there are no technical restrictions on removing members from a team, the removal of 2 or more members of a team within a 2 week period must have the explicit approval of the majority of existing members (or half of the members if one of them is the primary captain).

5.1 Transfer Procedure

To transfer a player onto their team, Captains should notify admins in the #roster-changes channel on Discord. Provide the following information for the transferring player:

To transfer a player to their team, Captains should notify admins in the #roster-changes channel on Discord. Provide the following information for the transferring player:

  • Friend code
  • In-game name (IGN, can include aliases)
  • Nickname for the stream overlays if they would like it to be different to their IGN
  • Discord username if they are in the Oceanink Series server
  • Former team and division, if applicable. In this case, we require confirmation from the transferred player or their previous team.

5.2 Transfers During Seeding Period:

  • “Seeding Period” is defined as the period from registrations opening until the last day to submit results for teams to be seeded into divisions. 
  • Transfer requests put in during the seeding period will not consume their 2 permitted in-season transfers. 
    • If the request was put in before the seeding period ended but only approved after, it will still not consume the 2 limited transfers. 
  • Teams may transfer any number of players onto their roster after having signed up for the season, provided it does not take them past the limit of 7 players on a team. 
  • Any player may transfer on to any team; note that in the case of a perceived large skill gap, the admin team may require the team to participate in seeding events in order to get a better idea of the team’s capabilities.
  • If a team wishes to transfer a player into their team on the day of an Oceanink Seeding Tournament they must allow adequate time for Series Staff to confirm transfers before the check-in phase begins. Otherwise, the player cannot play in that tournament. Requests with less than an hour’s notice will be assessed on a case-by-case basis.

5.3 During-season Transfer Rules:

  • Teams are allowed up to 2 transfers during a season.
  • Players are able to transfer to teams within the same division & into higher divisions
  • Players may not transfer into a division more than one level below their current one.
    • A player may only transfer down one division with the approval of the admin team. If you wish to transfer down a division, contact the admins to request it before making any public announcement.
    • If a player does not have a division due to not participating in the current season prior to the transfer, then the admin team will try to take their play history into account when judging whether the transfer is appropriate.
    • The admin team may choose to disallow any transfer if they expect that it will significantly skew the skill level of the affected division.
  • Transfers must be confirmed by admins before the transferred player can play in a match. 
    • If requesting a transfer on the same day as a match, please ping the Series admins.
  • The admin team will not approve any transfers within one hour of a match. In these cases, the transfers will be processed after the match.
  • In the case of an unsuccessful/unconfirmed transfer, if the team requesting a transfer does not have enough people to play the match, then their options are:
    • If possible, to defer per the deferment rules (which requires an available deferral).
    • If possible, play a 3v4 or 3v3 per the 3v4/3v3 rules (which, if played at the original match time, does not use a deferral).
    • Forfeit.

If a transfer does not abide by the rules outlined above, it will be declined.

6. Pre-season Seeding Procedures

Since the Oceanink Series splits teams into separate divisions based on registration numbers and skill, the admins require data on each team prior to the weekly matches to accurately place teams within divisions. Each team is required to participate in seeding activities. 

Teams must play with their Series roster in these activities for the results to count. If you use any substitute players in a tournament, it will not count towards your seeding.

Note: Division sizes are decided based on team numbers and format feasibility, not skill cut-offs. Therefore, teams may be placed in different divisions between seasons due to higher divisions having more or less teams compared to the previous season.

Seeding events fall into two groups:

  1. Primary seeding events are events that meet specified criteria to provide data on how teams compare to a range of opponents in a format similar to during the Season. Primary seeding events include official Oceanink seeding tournaments and community-run tournaments that are specified as primary seeding tournaments. These events will be publicly endorsed by Oceanink.
  2. Secondary seeding events are events that are likely to provide limited seeding data. These include community-run tournaments specified as secondary seeding tournaments and seeding scrims.

Teams need to participate in at least one primary seeding event or two secondary seeding events to be eligible for Series.  If you participate in any community tournament or seeding scrim, report these results by 11PM AEST on the day after the second official seeding tournament. We require adequate data to seed teams: failure to provide this will result in disqualification.

6.1 Official Oceanink Seeding Tournaments

  • Seeding tournaments will be held in the weeks leading up to the start of the weekly matches.
  • All official Oceanink Seeding Tournaments are primary seeding events
  • These tournaments are the main way admins decide divisions, so we heavily recommend teams enter at least one seeding tournament each season. 
  • The more teams who enter the Seeding tournaments, the more results admins have to analyse which means everyone has a better chance to end up in the division which fits them best.
  • Oceanink uses an opt-out system in relation to the usage of Splatcolour screen. During Official Oceanink Seeding Tournaments, teams will have an option of opting out of Splatcolour Screen before the tournament begins. Teams playing must adhere to their opponent’s Splatcolour Screen request. If a Splatcolour Screen weapon is chosen incorrectly it will be handled like a pre-match disconnection.

6.2 Community-run Tournaments

  • Certain tournaments run by non-Oceanink Series groups can also count for Series seeding.
  • The type of tournament will be advertised as either primary or secondary as discussed above.
    • Results for primary seeding community tournaments are considered the same weighting as official Oceanink Seeding Tournaments for Series seeding.  
    • Secondary seeding community tournaments are considered a lower weighting, thus teams need to participate in one other seeding community tournament or an additional play a seeding scrim to be considered fully seeded. 
  • If you’re a tournament organiser and would like to know if your tournament could count towards Series seeding, please contact the Series admins.
  • Eligible community-run tournaments will be advertised by Oceanink. 

6.3 Seeding Scrims

As a final option, teams can play seeding scrims during a specific time period before the weekly matches begin, and have the results of these scrims count towards their Series seeding. To count, the scrim must fulfill all of the following:

  • Be against a team that has played in a primary seeding event
  • Be a best of seven scrim using the provided Seeding Scrims maplist.
  • Be submitted in the seeding event form in the appropriate timeframe

Overall, teams can participate in a maximum of 3 seeding scrims, and they must happen within the seeding scrims period of the current season. 

See the information page or Discord channels for the relevant season for specific requirements of when the seeding scrims period starts and ends.

7. Match Procedures

A season runs over several weeks. Each week is designated as a round (e.g Week 1 is set for Round 1). Teams are expected to play one match per week/round, unless the match is deferred. The match to be played will correspond to the round. (E.g, on Week 1, teams will play their Round 1 matches)

If teams are unable to find time where both teams are available to play the match in the week it is meant to be played, they can defer the match to a later week. Deferred matches can be played at any time but MUST be played before the end of the season. 

During the season, there will be scheduled catch-up weeks. During catch-up weeks, there will not be any scheduled matches. Teams are advised to play their deferred matches during catch-up weeks but are not obligated to. 

7.1 Pre-match

Every week/Round of series begins at 3am AEST every Monday. Teams are expected to organise their matches in a timely fashion. Relevant times and dates for match organisation are outlined below. 

Round start: Monday 3am AEST

  • Matches cannot be played before this time on their scheduled week unless approved by series admins.

Contact Deadline: Tuesday 7pm AEST.

  • Team captains must be in contact with one another before this time. 
  • If it is your team’s preference to schedule a specific match directly with the opponent team, your Division’s designated admin can formally assist in scheduling. Any such request must be made before this deadline.
  • If your opponents have not made an attempt to communicate or are uncooperative or contact the Series Admins. 

Match Scheduling Deadline: Friday 7pm AEST 

  • Matches should be scheduled and match times should be reported in the relevant #div_x_captains_chat by this time with confirmation from both teams. 
  • If teams have not scheduled their matches or at least communicated a possible time to admins by this deadline then the admin team will assume that they are playing at the default match time. Any changes thereafter will come under match rescheduling or deferment rules. 

Default Match Time: Sunday 7pm AEST 

  • If teams are unable to agree to another time, this is the default match time. 
  • If this time cannot be played the following will apply in descending order 
    • The team which has made a lesser effort to schedule or, if applicable, has indicated significant unavailability must defer or forfeit where applicable. In the event of this, contact an Admin. Chat logs may be required as proof. 
    • The team which was unable to make the default match time must defer or forfeit if both sides have made considerable effort to find a time to play and offered reasonable availability to play. 

Score Reporting Deadline: Monday 3am AEST 

  • Scores need to be provided through start.gg by this time
  • If scores cannot be reported by this time contact a Series Admin
  • This does not apply if the match was deferred

7.1.1 Match Organisation

Team captains can find one another through the #div_x_captains_chat channel on discord. 

Team captains are expected to make contact and organise their matches before the deadlines.

  • Once match times have been confirmed, captains should post the match time in the relevant #div_x_captains_chat on Discord. The other team must also confirm the match time.
  • Match times should be reported in the following format
    • Team A vs Team B, March 7th 7:30 pm AEST 

We recommend that captains exchange friend codes and nominate a host before the match time.

7.1.2 Rescheduling within the week

If a match time changes to another time within the same week, admins must be notified

If both teams can not make the original time they can mutually agree to reschedule within the same week with no penalty. If they must reschedule to another week, they must use a team’s deferment.

In the case that one team cannot make the scheduled time:

  • A match can be rescheduled to the same week without a deferment presuming either:
    • The rescheduling is completed more than 2 hour before the match time, or;
    • Within 2 hours of the original match time if all of the following criteria are met:
      • Both teams mutually agree to the deferment;
      • The match is rescheduled to within the same week, and;
  • If one of the above conditions isn’t met, deferment is used if there is an available deferral by the requesting team; options for deferment include:
    • The match is rescheduled to the same week if the reschedule is incomplete within 2 hours of the original match time and the relevant criteria are not met (preferred), or;
    • The reschedule is to another week, where standard deferment rules apply.
  • If there is no deferral available and the match cannot be rescheduled, the requesting team may use a player transfer if all of the following criteria are met:
    • They have available transfers;
    • They have someone available to be transferred, and;
    • The transfer request is submitted over one hour before the set as per transfer rules.
  • If none of the above are possible, then the requesting team must:
    • Request a 3v3/3v4 or;
    • If unable to obtain a 3v3/3v4 acceptance, forfeit.

During catch-up weeks it is up to the discretion of Series Admins and the teams involved to accept rescheduling matches within the week/to another week without requiring the use of a deferral. This will be affected by circumstances such as; currently outstanding matches held by the teams, the support of the available team, the timeliness of the alert, etc. In extreme cases towards the end of season, a point penalty may be imposed to make up for the time taken from the available team.

If you have any issues with rescheduling matches, please contact the Admins as soon as possible.

7.2 Match Format

Teams will play the match in a Best of 7 format with counterpicks. 

  • The first team to 4 wins will be the winner of the match. 
  • The 1st map mode will be selected by the series admins. 
  • From the second game onward, maps and modes will be counterpicked by the loser of the previous match. 
  • For every week, a map pool will be released which shows all the available map/mode combinations which are available for teams to counterpick during their matches 
  • Teams are expected to make their counterpicks in a timely fashion. If teams take longer than 5 minutes to make their choice, they may be penalized at the discretion of the admins. 

7.3 During Match

Any willful effort to delay the match from proceeding will be penalized. 

Teams are expected to be ready at the scheduled match time. A lobby host should be decided upon before this time and a private battle lobby should be up by this time. 

  • Teams are to make a good faith effort to nominate a lobby host who has a reliable internet connection to act as host.
  • Teams are also expected to make an effort in good faith to not nominate a player who is likely to be substituted out. 

Players are expected to play with clearly recognisable and readable names which match the names they are registered under 

  • If the player’s name does not fit this criteria, they are to join the lobby with an alias. (by pressing ‘L’ before joining the lobby to set an alias) 
    • If any abuse of the alias function is found (i.e getting an unregistered player to join), disciplinary action will be taken. 
  • Per the Code of Conduct, names that are obscene, abusive, discriminatory, or targeted at other players will not be tolerated, and the admin team may impose penalties (including game or match forfeits for the offending team and bans for the player). 

Teams may make as many substitutions between games as they wish. As a courtesy, teams should inform each other if substitutions are likely to take place over the course of a match, and the lobby host should allow at least three minutes between games for players to swap in and out.

  • If a substitution takes longer than 5 minutes, alert an admin. Teams that frequently take excessive time to perform substitutions will lose their right to substitute players between matches.
  • The host should ask the visiting team if they want to substitute players for any of the games at the beginning of the match; if so, they must communicate between each game. In the event that the host advances the lobby to the gear selection screen, before the “visiting” team has the opportunity to substitute, the visitors must inform their hosts of the mistake before the lobby timer expires and the game starts; the host should then allow the game to begin and then cancel it (using ZR+ZL+R+L+LS+RS)- This will also use up a Free Replay for the hosting team.
  • Only four players per team are permitted in a lobby at one time. 
  • If a team has more than 4 players refusing to leave the lobby, alert an admin.

Teams may NOT have additional spectators in the lobby. 

  • Any additional spectators that are not part of the stream team or involved in production are not allowed and you should notify an admin if they refuse to leave.

7.3.1 Penalties for Lateness

For the following section, the “start time” of a match is defined as the latter of:

  • The scheduled match start time
  • When one of the two teams is completely ready (i.e. 4 players of one team are in the private battle lobby, ready to play)

If a team is not ready at the start time then a grace period of 10 minutes is given. If these 10 minutes pass and they are still not ready to start, then:

  • The team that is late forfeits the first game of the match
  • They continue to forfeit a game for every 5 minutes after the grace period that they are still not ready. For example:
    • 10 minutes late: forfeit game 1 (and play starts from the first map)
    • Between 10 and 15 minutes late: forfeit game 1
    • 15 minutes late: forfeit games 1 and 2 (and play starts from the first map)
    • Between 15 and 20 minutes late: forfeit games 1 and 2
  • Therefore, if the match has not started by 25 minutes after the start time, the match will be recorded as a 4-0 forfeit in favour of the team who was ready. The fully present team is expected to remain available until the 25 minute mark, or until the opposing team forfeits.

7.3.2 – 3v3/3v4 Options 

In general:
  • A 3v4 can be requested by a team if they can not field 4 players but must be agreed to by the fully available team. If either team rejects the 3v4, the team lacking players must forfeit.
  • A 3v3 can only be offered by the fully available team, or mutually agreed on if both teams only have 3 players available.
  • Teams are generally expected to field 4 players for all of their matches. Pre-planned 3v4/3v3’s are not allowed except in very specific circumstances. Most 3v4/3v3’s arise out of unexpected situations.
Pre-planned 3v4/3v3’s (During Match Scheduling):

Preplanned 3v4’s and 3v3’s are allowed if:

  • There are no deferrals available to use on the unavailable team’s side and; 
  • It is the last Catch Up Week for their division.
Non-preplanned 3v4/3v3’s (At Match Start):

If the match is planned to be a conventional 4v4, and a team only has 3 members available at match start: 

  • If the fully present team does not agree to a 3v3 or 3v4, the match will follow the Late Penalties rules. 
  • If both teams only have 3 members at match start, then the match may proceed as a 3v3 unless enough players for a 4v4 become available.

7.4 Post-match 

After every match, teams are expected to report the scores of the match accurately. 

Scores should be reported by players via Start.gg. 

  • If there are technical difficulties in reporting specific matches, captains should ping Series Admins or specific Division Chasers in the appropriate #div_x_captains_chat to alert them. When doing so, one captain from a team should report the results and it should be confirmed by the captain of the other team. 
  • Scores in these cases should be reported in the following format : 
    • Team1Name Team1Score – Team2Score Team2Name
    • Example: “Splattershark Pros 5 – 3 Tentacle Difficulties”

8. Disconnections (DCs)

If a player disconnects from the lobby during a game, please refer to the following to see if a replay is possible. Whether a replay is allowed depends on the timing of the disconnect, the current score, and how many replays have taken place in the current match. For the purpose of these rules, disconnections are classified into two different kinds: pre-match disconnections and match disconnections.

Note: replays are time-consuming and frustrating; if specific players are frequently disconnecting, then teams should consider substituting another player from their roster If both teams are experiencing frequent DCs, then the teams should contact the Series admins to discuss rescheduling the match, if both teams would like to; in this case, a free deferral might be given (teams would be required to nominate the team “deferring” using the free deferral, which can have potential forfeit penalties).

8.1 Pre-match Disconnections

A disconnection qualifies as a pre-match DC if it meets any of the following criteria:

  • Multiple players from both teams disconnect simultaneously (i.e. in the case of the host disconnecting) in which case the DC is counted against the hosting team;
  • A single player disconnects during the equipment countdown after teams are set, or during the flyover (i.e. before gear or weapons can be seen) in which case the DC is counted against that player’s team;
  • If a game is cancelled early because the host selected the wrong map or mode, the replay is deducted from the host team;

If the host knew the other team might substitute a player and moved on before giving the other team an opportunity to substitute, the replay is deducted from the hosting team.

8.1.1 Pre-match Replay Quota

Each team is allowed three free replays per match when affected by a free DC. If a team has already used its free replays and suffers another free DC, they must continue playing without the disconnected player.

8.2 Match Disconnections

A disconnection qualifies as a match DC if it meets ALL of the following criteria: 

  • the disconnect occurred during the first half of the game (Time remaining>1:30 for Turf War, >2:30 for ranked modes);
  • the opponent team’s objective is more than 30 points from knockout in ranked modes;
  • the remaining teammates of the disconnected player immediately stop playing (i.e. stop pushing the objective, end the game early by holding ZL+ZR+L+R+LS+RS for 3 seconds).

Admins suggest players take a clip of the game when they notice a disconnection, so that the time and score can be checked if necessary.

8.2.1 Match Replay Quota

Each team is allowed one match replay per match. If a team has already used its replay and suffers another DC during the match, they must continue playing without the disconnected player.

8.3 Replay Rules

When a replay is requested, it is courteous to end the game early by holding ZL+ZR+L+R+LS+RS for 3 seconds.

Substitutions are allowed for the disconnecting player if needed.

  • If the disconnected player is replaced by a substitute, all players are free to change gear and weapons, regardless of when the disconnect happened.
  • Substitute players must only come from the team’s roster, they can not be external players.

If the disconnecting player isn’t substituted, players may be allowed to change their gear and weapons depending on:

  • If the disconnect happened before any characters could be seen (either in the lobby or during the opening flyover animation of the match), gear and weapons may be freely changed.
  • If the disconnect happened after any characters and their weapons are shown, both gear and weapons can not be changed.
  • If the replay is because of the host choosing the wrong map then gear and weapons may be freely changed.

8.4 Match Cancellation Rules

Splatoon 3 allows any player to cancel a game early by holding ZL+ZR+L+R+LS+RS for 3 seconds.

A player must NOT end a match early, unless:

  • A qualifying disconnection occurred, OR
  • The host selected the wrong map or mode, OR
  • The host knew the other team might substitute a player, but moved on before giving them the opportunity to do so.

If none of these criteria are met, the team whose player cancelled the game will be assigned a loss for that game, but not for the whole set.

9. Deferrals and Forfeits 

9.1 Deferrals 

A deferred match is generally one that can not be played in the week it is supposed to be played in, and therefore is scheduled to be played at a later time.

A team can use a deferral provided they are unable to play at the agreed upon time.

  • Each team is permitted ONE deferral per season
    • Additional deferments may be permitted to individual teams in the case of exceptional events, including participation as a team in the Splatoon World Championships or situations where both teams have extremely poor internet connection.
  • If a team does not have access to a deferral, are unavailable for a match during the week, or are unable to acquire an acceptance for a 3v3 or 3v4, they must forfeit the match.
  • If a deferred match is not played before the end of the last Catch Up Week then the match must be forfeited by, in the following order:
    • The team which has not made an effort to reschedule, if applicable. In this case, contact an Admin. Chat logs may be required as proof. 
    • The team who deferred the original match if considerable effort was made on both sides to reschedule.
    • In the case where fault for the deferral was equally shared (e.g. free deferral via mutual internet connection issues) and rescheduling efforts are consistent; the team previously agreed on.

A deferred match may be played at any time before the conclusion of the Season.

  • We encourage teams to be proactive in finding an earlier time for deferred matches in order to avoid having a large backlog of deferred matches in the final week.

Catch-up weeks

Catch-up weeks do not have scheduled matches, specifically to give teams free weeks to play deferred matches.

  • Teams with deferred matches are expected to attempt to schedule outstanding matches during every catch-up week. 
  • Div Chasers will encourage teams to get in contact by the contact deadline during catch-up weeks

9.2 Forfeits

If a match is forfeited for any reason, the score will be recorded as if the non-forfeiting team had won a flawless victory; so a 4 – 0 in the case of a best-of-7 match.

The following reasons are grounds for a forfeit:

  • The Series match period is over and teams still have outstanding matches
  • If Teams do not: 
    • Have sufficient players for the match or;
    • Are unable to play at the previously agreed upon time or;
    • Unable to make the default time or;
    • And there are no more available deferrals and the option for 3v4/3v3 has been declined 

*Note: This list is not exhaustive, there may be other circumstances not accounted for on this list.


If a team confirms that they wish to forfeit, then the forfeit cannot be reversed.

10. Weapon Restrictions

10.1 Splattercolour Screen Restrictions

Oceanink Series 10 and seeding events run by Oceanink, including the official seeding events and seeding scrims, will restrict use of the Splattercolour Screen (SCS) due to accessibility concerns for players and viewers.

On signing up for Series 10 or an official seeding event, teams need to choose whether their team opts out of the SCS due to these accessibility concerns. In a set:

  • If at least one team opts out of the SCS then all weapons that use SCS will be banned for the duration of the set;
  • If neither team opts out of the SCS then all weapons with SCS may be used for that set.

Oceanink Streams will aim to avoid showing the effects of SCS. If teams are on Oceanink Stream and plan on using SCS in specific games then they are to let the Oceanink Streamers know in advance via DM. Oceanink Stream Team members reserve the right to opt out of streaming games that involve the usage of SCS even if the match is scheduled during their timeslot.

10.2 Updating Restrictions

Teams can only update their SCS opt out status when a player transfers onto a team.  If this player has accessibility concerns with the SCS when the team is not opting out, the team should opt out of the SCS for the rest of Series 10.

Last Updated: 24/02/2024