The score that matters
A match is first to three round wins. It is not a single life, and it is not a race to eliminate everyone in the server.
| Detail | Rule |
|---|---|
| Match win | First side to win 3 rounds |
| 1v1 round | Eliminate the other pig |
| Team round | Eliminate the opposing team. One knockout does not end the round while enemies remain |
| Server size | Up to 20 players |
| Formats | 1v1, 2v2, and 3v3. Guides also describe solo and duo queues |
The server cap is not your team size. Twenty players can be in the experience while your duel is still a 1v1 or a 3v3.
A 2-0 lead is not the match. Win the next round or the other side can tie. At 2-2, the next round decides it. If you win the opener and then drop two, you are down 1-2. Taking the following round ties it, and one more makes a 3-2 win.
What a round asks you to do
You may start unarmed. Crates supply weapons during the round, and more crates can drop while you fight. Ammunition can run out completely. Reloading is part of combat, but the reload input is not published.
Map voting chooses the arena before the fight. Named settings are castles, desert ruins, and shipping docks. Other arenas are in the vote, including maps added after launch. Pick a layout whose crate routes you already know when you are learning. Pick a new one when the goal is to learn a layout, not to force a win.
Fair play
The experience page warns that cheaters are permanently banned and that exploiting glitches is not allowed. That includes movement that leaves the intended play space. The public listing also marks mild, unrealistic blood and repeated low violence.
Coins come from matches. Daily tasks add extra rewards. Those rewards do not change the three-round rule.
