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Every match progresses through eleven distinct phases. The server advances through them automatically; players interact with each phase via the custom UI panels that appear at the appropriate time.

Phase overview

Phase transitions

Phase advancement is managed by the pregame controller (pregame.lua). Each phase has a configurable timer; when the timer expires the server calls setPhase with the next phase constant. Some transitions are gated — for example, the server will not leave PHASE_LOADING until all connected players have loaded.
The PHASE_DRAFTING constant exists in the code as a placeholder. Draft mode behaviour is partially implemented but may not be fully available in all map variants.