Wiki/Play/How it works

How the game works

What happens between pressing sim and seeing a scoreboard. Ratings set the odds, never the script: there is no hidden penalty, no rubber band and no Game 5 loss switch.

The match pipeline#

The same five steps run whether you sim a match, watch it live or play it yourself.

  1. 01
    World rules
    The world sets the series length, the order of modes, score and time limits, the map pool and the veto.
  2. 02
    Today’s player
    Each starter is read as they are this week: injuries, form, coaching staff and their relationship with the manager all apply.
  3. 03
    Day form
    Each team and each player rolls a capped swing for the map. Some days the whole side is sharp; some days one player is off.
  4. 04
    Events
    The map plays out fight by fight and objective by objective: hill breaks, bomb plants, carries, goals and possessions.
  5. 05
    One result
    Those events produce both the winner and the scoreboard. Stats are never invented to fit a score chosen in advance.
Note
Sim and live agree
The instant sim and the live viewer read the same players, value a rating gap the same way and rate players with the same formula. Each run still has its own luck, so the same match can go differently twice.

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

Wins duels. The biggest part of every gunfight.

Objective

Who stands on the hill, carries the flag or takes the defuse, and how well.

Aggression

How often a player starts the fight. Pressure, not a promise of winning it.

Movement

Positioning, rotations and escapes. Also feeds duels.

Clutch

Weighs more in close late rounds and on a series-deciding Search and Destroy map.

Support

Trades, setups and teamwork. Decides whether a teammate is close enough to answer a kill.

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.

ArcadeTacticalHeroBattle royaleCar ballFootballBasketballAmerican football
SlayingAimDamage OutputGun SkillShootingFinishingScoringExplosiveness
ObjectiveGame SenseObjective ControlPositioningPositioningPositioningBasketball IQFootball IQ
AggressionEntryEngagementFight SelectionChallengesPhysicalityPhysicalityPower
MovementMechanicsMobilityMobilityMechanicsPaceAthleticismSpeed
ClutchClutchClutchEndgameClutchComposureClutchComposure
SupportUtilityTeamworkTeamplayPlaymakingPlaymakingPlaymakingTechnique
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.

Up to 40

Role construction

Does the lineup cover the positions the world asks for, or stack duplicates? In arcade worlds that is the rifle and SMG split.
Up to 20

Archetype fit

Pairings that work, like an anchor behind an entry or exactly one caller, add points. Two callers or three of one archetype cost them.
Up to 20

Time together

Grows the longer the same lineup plays together, over seasons.
Up to 20

Scrims

Earned by practising, more against stronger teams, and lost in weeks you do not scrim.

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.

Per map

Day form

A capped swing for the team and each player on every map. It never touches the displayed rating, and a star can have a great day as easily as a bad one.
Per series

Form

Runs from cooked to on fire. Each series is judged against what that player's rating predicts, so streaks build, and idle weeks cool them off.
Tip
Judge over many matches
A high clutch rating is a real edge under pressure, not a guarantee. One bad map is variance; the same failure across several series is a pattern.

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.
Note
One MVP rule
The MVP is the best-rated player on the winning side: the highest rating summed over every map they played. Ties go to kills. The same rule names the MVP of a single game, a series, a Major and a Championship, whether the match was simmed or watched.