How the game works
The match pipeline#
The same five steps run whether you sim a match, watch it live or play it yourself.
- 01World rulesThe world sets the series length, the order of modes, score and time limits, the map pool and the veto.
- 02Today’s playerEach starter is read as they are this week: injuries, form, coaching staff and their relationship with the manager all apply.
- 03Day formEach team and each player rolls a capped swing for the map. Some days the whole side is sharp; some days one player is off.
- 04EventsThe map plays out fight by fight and objective by objective: hill breaks, bomb plants, carries, goals and possessions.
- 05One resultThose events produce both the winner and the scoreboard. Stats are never invented to fit a score chosen in advance.
Skills#
Every player has six skills. Overall is their plain average, but no engine uses overall as a win button: each moment reads the skills that fit it.
Slaying
Objective
Aggression
Movement
Clutch
Support
Each game type names the six slots in its own terms, and each sport rates every job from those named skills, so a striker built to finish really does finish better than a defender.
| Arcade | Tactical | Hero | Battle royale | Car ball | Football | Basketball | American football |
|---|---|---|---|---|---|---|---|
| Slaying | Aim | Damage Output | Gun Skill | Shooting | Finishing | Scoring | Explosiveness |
| Objective | Game Sense | Objective Control | Positioning | Positioning | Positioning | Basketball IQ | Football IQ |
| Aggression | Entry | Engagement | Fight Selection | Challenges | Physicality | Physicality | Power |
| Movement | Mechanics | Mobility | Mobility | Mechanics | Pace | Athleticism | Speed |
| Clutch | Clutch | Clutch | Endgame | Clutch | Composure | Clutch | Composure |
| Support | Utility | Teamwork | Teamplay | Playmaking | Playmaking | Playmaking | Technique |
- Archetype
- How a player fights, on top of their skills. Entries take the most fights and the hardest ones; anchors hold; callers make the team’s plan land harder.
- MyPlayer attributes
- Your pro trains Aim, Gamesense, Consistency, Movement, Clutch and Comms. They are the same six slots as Slaying, Objective, Aggression, Movement, Clutch and Support.
Chemistry#
A score from 0 to 100 for how well a lineup fits together. It is a small, symmetric edge: a room that gels gains what a room that does not loses.
Role construction
Archetype fit
Time together
Scrims
Coaching staff, player friendships and morale move it a little further. Average rating adds at most a couple of points, so a cheap lineup can gel as well as a stacked one. Sports and car ball apply chemistry through their own formulas.
Strategy#
A strategy changes the situations your team creates. It works best when the roster can run it.
- Shooters
- Each mode has its own plans, from an aggressive push to a passive hold. Plans set how hard a side pushes, how set it plays, its tempo and how often it looks for fights.
- Counters
- Pushing into a side that is not set wins; pushing into a structured defence pays for it. Counters come out of that, not out of a fixed table.
- The caller
- Exactly one IGL makes the chosen plan land harder. None, or two who cancel out, weakens it.
- Sports, car ball and battle royale
- They use playbooks instead: formations, systems, rotations and drop plans. These have no rock-paper-scissors counters.
Form and variance#
Upsets happen because of how the game is built, not because results are rolled at random.
Day form
Form
Ratings and MVPs#
Every map gives each player a match rating, and one rule picks every MVP.
- Shooters
- Out of 10, centred on 6.0 for an average map. Built mostly from K/D and kills against the rest of the lobby, then damage, the objective and assists. Winning adds a little and losing takes a little.
- Objective players
- A below-average objective share costs only half as much, so a slayer is not marked down for leaving the hill to the anchor.
- Hero shooters
- Players are compared with others in the same role: supports mostly on healing, tanks on mitigation and objective, damage on damage and eliminations.
- Sports, car ball, battle royale
- Rated in each sport’s own terms: a football rating out of 10, basketball game score, an American football positional score, the car ball score, and kills, damage, survival and placement for battle royale.