Monday Night Madness Season One — the wins, the regulars, and the lessons

Thirteen Mondays, ten different weekly champions, and a community that kept coming back. Season One of Monday Night Madness has reached the end, and I want to celebrate what we built while being honest about what needs to improve.
Thank you to everyone who entered, submitted teams, watched the streams, or supported the series. A special thank you to @warrentrx and Team Possible for helping bring this first season to life.
Who came back each week?
Across the season, 86 unique accounts registered, producing 339 weekly registrations. Of those, 50 accounts submitted at least one team, contributing 202 active weekly appearances.
For this review, an active week means submitting at least one team, including a submission that received a win by surrender. It does not mean completing every assigned match.
| Active weeks | Number of players |
|---|---|
| 1 | 23 |
| 2 | 7 |
| 3 | 4 |
| 4 | 0 |
| 5 | 1 |
| 6 | 1 |
| 7 | 4 |
| 8 | 0 |
| 9 | 2 |
| 10 | 1 |
| 11 | 1 |
| 12 | 3 |
| 13 | 3 |
27 players were active in at least two weeks, and 14 were active in seven or more. That returning group gave the season its continuity.
Special recognition goes to @keeegs, @powerhemp and @doombot75, who submitted teams in all 13 events. @anaiak, @canada804 and @animeboy09 were active in 12.
We also had 36 registered accounts with no recorded team submissions throughout the season. Registration showed interest; converting that interest into participation is an area to improve.
The wins worth celebrating
@anaiak tops the closing leaderboard with 100 points, ahead of @keeegs on 70 and @canada804 on 63. Three weekly titles and eight podium finishes made anaiak's season stand out. In matchups where both players submitted teams, anaiak won 35 of 41 battles — 85.4%.
There was variety across the weekly winners, too. Ten different players won an event, and 17 players reached a weekly podium. Anaiak won three titles, canada804 won two, and eight other players each claimed one.
The closing week still mattered beyond the championship. @doombot75's runner-up finish lifted them from tenth to seventh on 42 points. @ghostlybg closed eighth on 41, just three points ahead of @ourfadedglory. The race around the Top 8 continued to the end.
Across the season, 369 matchups were contested by both players. Those battles, the returning players, and the range of weekly winners are achievements worth carrying forward.
Season prizes transferred
All eight season leaderboard prizes have been transferred, totalling 45,000 DEC. Thank you again to everyone who competed, and congratulations to our prize winners!
| Season rank | Player | DEC transferred |
|---|---|---|
| 1 | @anaiak | 18,000 |
| 2 | @keeegs | 9,000 |
| 3 | @canada804 | 5,400 |
| 4 | @powerhemp | 3,375 |
| 5 | @sidhu17 | 2,813 |
| 6 | @animeboy09 | 2,475 |
| 7 | @doombot75 | 2,250 |
| 8 | @ghostlybg | 1,687 |
| Total | 45,000 |

The transfer history supplied by the organiser records these eight payments on 9 November 2026. This confirms the season leaderboard prizes; it is separate from the weekly tournament prizes.
How the Top 8 performed when both teams entered
The table below follows the closing season leaderboard order and includes only battles where both players submitted a team. Win percentage is contested wins divided by contested battles; flee wins and no-contests are excluded.
| Season rank | Player | Contested battles | Contested wins | Win percentage |
|---|---|---|---|---|
| 1 | @anaiak | 41 | 35 | 85.4% |
| 2 | @keeegs | 55 | 37 | 67.3% |
| 3 | @canada804 | 40 | 22 | 55.0% |
| 4 | @powerhemp | 52 | 26 | 50.0% |
| 5 | @sidhu17 | 39 | 20 | 51.3% |
| 6 | @animeboy09 | 43 | 17 | 39.5% |
| 7 | @doombot75 | 58 | 23 | 39.7% |
| 8 | @ghostlybg | 42 | 25 | 59.5% |
@anaiak had the highest contested win rate in the Top 8, while @keeegs earned the most contested wins with 37. These records help show performance beyond flee results, although players faced different opponents and this table does not recalculate the season standings.
Flees were the biggest problem
The full-season matchup records contain:
| Result type | Matchups |
|---|---|
| Both players submitted teams | 369 |
| Win awarded by surrender | 537 |
| No contest | 211 |
| Total | 1,117 |
Flees accounted for 59.3% of decisive results: 537 of the 906 matchups that produced a winner. No-contests are counted separately.
That is too large a share to treat as a footnote. Players made time for a competitive event, and too many assigned matchups did not become a battle between two teams. Across 339 registrations, 137 weekly entries had no recorded submission — 40.4%.
The records show missed submissions, but they do not tell us why people missed them. Timing, availability, reminders, technical difficulties and other causes need player feedback rather than assumptions about individual accounts.
Flees also affected the competitive environment. Players could receive different numbers of uncontested wins, influencing weekly placement and season points. The leaders still earned contested victories, but the flee rate remains a weakness in the experience we offered.
How we handled flees — and what needs reviewing
Player concerns centred on both the number of flees and how they were handled. Unfortunately, flee handling sits within the Splinterlands tournament system, outside our control as organisers. We could not change how the platform handled those matchups.
For our own season leaderboard, players who submitted no teams received zero season points. Players who submitted some teams could still earn points according to their published weekly placement, and wins awarded by surrender remained part of the platform results used for those placements.
That rule addressed points for inactive entrants, but it could not remove the effect of flees on active players' weekly results. I understand why that was frustrating: showing up did not guarantee the competitive battles people entered for. Any future plans need to acknowledge that platform limitation clearly. We can review our season scoring and communication, but we cannot promise a fix to Splinterlands' tournament flee handling.
The title was settled in Week 12
@anaiak secured an uncatchable lead with one event remaining. After Week 12, anaiak had 88 points, ahead of @keeegs on 66. With only 12 points available in the finale, the 22-point gap could no longer be closed under the scoring rules, subject to the results review.
That was an earned achievement from a strong season. It also raises a question for the format: does the scoring provide the balance we want between rewarding consistent performance and keeping the championship competitive into the final week?
An early decision does not, on its own, prove the scoring was wrong. A dominant player can win early under many systems. Before another season, though, it would be useful to compare the existing placement bands with alternatives, such as smaller gaps between the leading places or counting a player's best weeks. Any comparison should also examine how flee-influenced weekly placements carry through into season points.
Those are options to assess, rather than announced changes. We should test their effects across the whole table and consider whether they reward attendance, strong play and fair competition in the way we intend. The final-week movement around the Top 8 shows there was still something meaningful to play for, even after the championship itself was settled.
Participation needs attention too
Active participation peaked at 21 players in Week 2, fell to nine in Week 10, and recovered to 14 in the finale. Registrations fell from 35 in the opening event to 18 in the last.
We built a committed core, but sustaining a larger active field proved harder. For any future season, I would like us to explore clearer reminders, consistent schedule information, and player feedback on the tournament window. We should measure success through team submissions and contested battles as well as registrations.
What I want to take forward
Season One gave us regular competitors, ten weekly champions, a season-long leaderboard race, and community support to build on.
The next challenge is to encourage more registered players to submit teams, explain the platform's flee limitations clearly, and review the season scoring. Before setting future rules, I want to hear what made it easy or difficult for people to take part.
If you joined Monday Night Madness, how did flees affect your experience? What would you change about the season scoring?
Thank you for being part of our first season.
Explore the season leaderboard at Phoenix Reborn Series HQ.
Data: the 13 configured Monday Night Madness events, 17 August–9 November 2026, fetched from the public Splinterlands tournament API on 9 November. Player figures count unique account names, not independently verified individuals. Matchups are deduplicated within each event. “By surrender” identifies a flee result; empty results and “no contest” are classified as no-contests. Each contested matchup is counted once in the season total. Player contested records count each participant's side separately. Submission activity is inferred using the existing series results workflow. Percentages are rounded to one decimal place.
Ready to enter the arena? Create your Splinterlands account through the PhoenixRebornTV ambassador link for doombot75.
Disclosure: This is an ambassador/referral link. PhoenixRebornTV may receive referral rewards when you register or participate through it.

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