The course-wide rules the assignment pages link to — teams, what to do when something goes wrong, the Hall of Fame, and the patch the course is pinned to.
Policies and support#
Teams and captains#
Teams for the final assignment are five, self-formed, and choose their own captain; where the cohort is not a multiple of ten the tutors fill the empty seats so every team fields five and every team has an opponent.
The Hall of Fame carries no marks#
The most valuable player from each winning side is listed on the Hall of Fame page — what it does and does not carry is explained there.
The patch is pinned to 7.41f#
Every figure on this site comes from patch 7.41f, and a patch released mid-semester does not change any marking criterion; where the live game and this site disagree, the assignment you are being marked against is the one described here.
If you cannot make match day#
The same mechanism used to fill an uneven cohort covers this too: a missing player is not a forfeit and not a rescheduled series — a tutor takes the empty seat and the match is played.
What you lose is the participation portion of Assignment 4, the smallest of its three parts. The team review and your individual reflection are still yours to write, and still marked. Tell your tutor before the week, not after — a seat has to be arranged, and that cannot happen once match day has already started.
The tutor coaching your team may speak during the draft and between games, and not during a game itself — the ordinary convention in this game’s own competitions, and what keeps a played game yours.
If a game turns abusive#
Nothing this course asks of you happens in a public game. Every Lobby Lab is a bot match, a practice lobby, a replay, or a custom game against your own classmates; Assignment 1 is practice mode, Assignment 2 is a replay, Assignment 3 is written, and Assignment 4 is a custom lobby against another team from this course. The course never puts you in a queue with strangers.
If you play publicly on your own time, mute, report through the game’s own tools, and leave if you want to — no page on this site asks you to finish a game that has turned on you. If something happens in a course lobby, or something outside the course is affecting your work in it, tell your tutor. Not because there is a procedure to invoke, but because they can change what the week asks of you.
On speed, and on hands#
Of the four assignments, exactly one asks for a mechanical result, and it is worth the least of the four. The other three ask what you decided, what you noticed in a replay, and whether you can explain a hero to somebody who has never played it. The course is built that way because what it teaches is decisions, and a decision does not become less correct for being executed slowly.
Assignment 1 is that one exception, and how it is marked is on its own page — in short, it was never a speed test, so no separate accommodation is needed for hands that do not move quickly.
If something about how your hands work makes a particular drill unworkable anyway, say so to your tutor and the drill gets changed. The mechanic being taught nearly always survives being practised differently.
Extensions#
Email Wen Adeyemi, the convenor, before the deadline. Short extensions are routine and you do not need to be in a crisis to ask for one — you need to ask before the thing is due rather than after.