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WARDOGS · Game modes

WARDOGS Game Modes: Control Zone, Hot Zone, Servers and Rules

How a WARDOGS match is won: the three-team Control Zone mode, the 22-second tick, the Hot Zone and the drill-tower Magnet, where you respawn, the server types including Season 3's Limited Mode, and the rules that shape a match.

Updated 2026-11-08 · 11 min read · by the BoostPirate crew
  • First faction to 100 wins
  • 1 point per 22 s tick
  • Hot Zone counts you twice
  • Limited Mode from Season 3
WARDOGS · Control Zone · first to 100

Kills don't score. Bodies in the circle do.

Up to 100 players, 3 factions, one zone. Every tick goes to whoever has the most presence inside it — so a match is won by standing in the right place for long enough.

LONESTAR
71
VALKYRA
64
MANTICORE
38
1 point per tick Hot Zone counts ×2 Downed = 0 Tie = no score
22s PER TICK

Illustrative scores; team colours are ours. Rules: BULKHEAD's Steam store page. Tick timing, tie and downed-player rules: the community Field Manual (updated 16 Oct 2026).

WARDOGS has one core mode, and everything else in the game — the economy, the vehicles, the roles — exists to win it. Up to 100 players split into three factions and fight over a Control Zone; the faction with the most people inside it scores, and the first to 100 points wins. There is no ticket count, no timer and no points for kills. This guide explains exactly how the tick works, the Hot Zone and the drill-tower Magnet, where you come back after dying, the three-team maths, the server types (including the Limited Mode servers coming with Season 3), the Season 2 rules that shape a match and what the end of a match pays.

Short answer: WARDOGS' mode is a three-team King of the Hill: the team with the most players in the Control Zone earns points and the first to 100 wins (BULKHEAD's store page). Community guides time the tick at one point every 22 seconds, so a match lasts at least about 37 minutes. A player in the drifting Hot Zone counts twice and earns double cash; drill towers unlock a Magnet that pulls the Hot Zone to you. From Season 3 (12 November 2026) BULKHEAD's CEO says Limited Mode servers add a version with no power weapons and no vehicles.
Key takeaways
  • Presence scores, kills don't: kills only matter because they remove bodies from the count.
  • Downed players count zero until revived; a tie at the top scores nothing and the tick waits.
  • The Hot Zone doubles you: one player in it counts as two, and BULKHEAD says it earns double cash.
  • Every drill tower is needed to fire the Magnet — no majority shortcut (community Field Manual).
  • You respawn at HQ or your spawn vehicle, not at FOBs.
  • Season 2 rules limit team-switching and give a team 40 points behind second place 20% off at the vendors.

One mode, three teams

BULKHEAD describes the mode as "inspired by King of the Hill": three teams fight for randomized 2x2 km Control Zones, the team with the most players in the zone earns points, and the first to 100 wins. The factions are LONESTAR, VALKYRA and MANTICORE. According to the community Field Manual your faction is fixed for the match and all three buy from the same armoury — they differ in colour and company, never in firepower. The maps guide explains where the zone sits on Bakurani; this guide is about how it scores.

Four WARDOGS soldiers advancing through thick white smoke on a road with red smoke plumes behind them
Getting bodies into the circle. Smoke covers the last hundred metres — the part of a push that decides whether your team is counted.Screenshot: BULKHEAD / Team17 via Steam

How the tick works

The community Field Manual (chapter 01, updated 16 October 2026) spells out the scoring BULKHEAD's store copy summarises:

Rule
What it means in a fight
1 point every 22 s
The faction with the most presence inside the Control Zone takes the tick. Fifteen seconds of holding the circle is worth more than three kills outside it.
Hot Zone = ×2
A player inside the smaller drifting circle counts as two. Five players in the Hot Zone outvote nine at the edge of the Control Zone.
Downed = 0
A player bleeding out doesn't count. A revive restores a full body to the count — Medics win ticks.
Tie = nothing
If the top two are level, no one scores; the tick "fills up and then waits" until the count changes.
No timer
The match ends at 100 points, not on a clock.

The arithmetic: 100 ticks of 22 seconds is about 36.7 minutes if one team took every single tick, so real matches run longer. BULKHEAD's team said in its first podcast (24 October 2026) that the longest 5% of matches got shorter in Season 2, from about 46 to 41 minutes. The Field Manual's advice for a lost tick is worth remembering: "If you are losing the tick, do not push wider, push in."

How a WARDOGS tick is won: one point every 22 seconds to the faction with the most presence in the Control Zone; a player in the Hot Zone counts twice and earns double cash; downed players count zero; a tie scores nothing until the count changes; holding every drill tower fires the Magnet for 180 seconds, towers recharge in 900 seconds; first to 100 points wins, at least about 37 minutes
The scoring loop. Rules from BULKHEAD's store page; timings from the community Field Manual; the minimum length is our arithmetic.Graphic: BoostPirate

The Hot Zone, drill towers and the Magnet

Inside the Control Zone a much smaller Hot Zone drifts. BULKHEAD's store page says chasing it earns double cash; the Field Manual adds that it counts presence double. Around the zone stand numbered drill towers. Each tower your faction captures reveals part of a code, and only when one faction holds the full set does the code complete. Activating it fires the Hot Zone Magnet, which moves the Hot Zone onto ground you hold.

Towers and Magnet (community Field Manual)
  • Magnet duration180 s
  • Tower recharge900 s
  • Magnet fired$2,500
  • Tower captured · from a hostile holder$250 · $1,500
Season 2 notes (BULKHEAD)
  • Hostile drill tower captured$1,500 · 300 XP
  • Drill rig minimum fuel2,000
  • Drill rig max fuel · max uptime10,000 · 300 s
  • Hot Zone Magnet buildable2,750 supplies

BoostPirate's advice: send a light vehicle and two players on a tower run while the main squad holds the circle. Three minutes of the Hot Zone sitting on your hard cover is the closest thing WARDOGS has to a guaranteed tick streak — and the tower roofs carry randomised equipment, though looting one puts you in every enemy sightline.

Where you come back

Always

Your HQ

Weapon and vehicle vendors, kit rebuys. Every life starts with a purchase from your bank.

When it's in the zone

Spawn vehicle

Your faction's APC parked in the Control Zone is a forward spawn. Community guides: driving it in pays $3,000, destroying an enemy one $5,000.

Before you die

A revive

A teammate can revive you during bleedout — the only way to stay where you fell.

Never

FOBs

Player-built bases fortify, resupply and get hacked for cash — the Field Manual says they don't spawn you.

Season 2 made the spawn vehicle harder to kill with the Vanguard CIWS (it now takes 2.25 times longer) and locked it for team switchers until they first reach the zone. Death has a price instead of a timer: the community comparison with Battlefield puts it as "Die, and that kit is gone. Buy again from what is left."

Playing the three-team maths

Three teams don't form a front line. Because only the leader scores and a tie scores nothing, the third team is a kingmaker: if two factions are trading bodies in the circle, the one that arrives late with a full squad can take the tick — a community guide calls it winning "by arriving third, repeatedly". BoostPirate's advice:

Do
  • Let the two leading teams fight, then enter the zone from the side neither faces.
  • When you lead, break ties: one revive or one extra body flips a stalled tick.
  • When you trail by 40+, spend: Season 2 gives that team 20% off at the vendors.
Don't
  • Chase kills outside the circle while the tick goes to someone else.
  • Stack the whole team on one flank — the third team walks in behind you.
  • Ignore the Hot Zone drift; it moves away from your cover.

Server types

Server
What it is
What to know
Official
BULKHEAD's servers, up to 100 players in the Control Zone mode.
Region ping limits (175 ms max since 21 Oct 2026), kicks for sustained excess, no rejoin until the next map.
Community
Player-hosted servers with admin tools (added in Update 0.1.2).
Admins set their own ping limits; hosts caught exploiting the faction bonus were warned of punishment.
Limited Mode
Coming with Season 3, per CEO Joe Brammer (23 Oct 2026).
"No power weapons and no vehicles" — check the Season 03 notes for the final rules.
Firing Range
Practice range with target dummies.
Community guides say every vehicle spawns free there; dummies respond to aim assist since Season 2.

Rewards scale with population, according to the community economy chapter: servers under 10 players pay nothing and the full rate applies from 60. Season 2 also pays players who seed an empty server, with rewards and a vendor discount once the match begins.

The Season 2 rules that shape a match

  1. Team switching is limited.Once a team leads by more than 10 points you can't switch again for 15 minutes after joining one, and switchers get an obscured map and no spawn vehicle until they reach the zone.
  2. Losing teams get a discount.Any team at least 40 points behind second place gets 20% off at the vendors.
  3. Team kills go to a vote.The victim picks Forgive or Punish; punishments add up to kicks and escalating bans. Respawning without voting forgives.
  4. Ping is policed.Region-based limits with automatic kicks; on 21 October BULKHEAD cut the official maximum to 175 ms.
  5. Lonestar's bonus is gone.The Season-2-only Lonestar win bonus was removed in the launch-night backend update (15 Oct 2026).

How a match ends and what it pays

When a faction reaches 100, the match ends and pays out. The community economy chapter lists a flat placing bonus plus a share of match earnings (capped at $100,000), a matching XP bonus, and a 90% refund of your loadout if you survive to the end of a match that ran at least 20 score ticks (ammunition and magazines excluded). BULKHEAD's podcast added that end-of-match bonuses made up 30–40% of role progression in Season 1. The practical lesson: being alive and in the zone when the match ends is worth a lot — don't throw your last life on a hopeless push in the final ticks. The cash farming guide and the leveling guide show how those bonuses fit in.

A WARDOGS Humvee airborne over a gravel ridge while soldiers run below it
Every second outside the circle is a tick you don't count in. Vehicles exist to shorten the trip from HQ to the zone.Screenshot: BULKHEAD / Team17 via Steam

Game modes in Season 3

BULKHEAD's "Road to Season 3" post (Steam, 6 November 2026) confirms Season 3 for 12 November 2026 with a new urban map, Sabatulo, and "longer seasons"; the team's podcast had floated three-month seasons with a smaller mid-season update. The Steam page lists "more objective types" as an Early Access goal. Limited Mode servers are the one new way to play BULKHEAD's CEO has dated to Season 3. Until the Season 03 notes are out, everything above describes Season 2; the Season 3 guide follows the changes.

Build the FOBs and buildables that hold a zone? Support leveling reaches the PKM at 15 in normal matches — 1 → 15 quotes live at $34.55 right now. Season 3 resets levels on 12 November 2026.
Sources
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What game modes does WARDOGS have?
One core mode: up to 100 players in three teams fight over a Control Zone, the team with the most players inside scores, and the first to 100 points wins. Beside it are community servers, the Firing Range and, from Season 3, Limited Mode servers that BULKHEAD's CEO described as having no power weapons and no vehicles.
How does scoring work in WARDOGS?
Community guides time the tick at one point every 22 seconds to the faction with the most presence in the Control Zone. A player in the Hot Zone counts twice, a downed player counts zero, and if the leaders are level nobody scores until the count changes.
What is the Hot Zone in WARDOGS?
A smaller circle that drifts inside the Control Zone. BULKHEAD's store page says chasing it earns double cash, and presence in it counts double. Holding every drill tower completes a code that fires the Hot Zone Magnet, which pulls the Hot Zone onto your ground for about 180 seconds.
How long is a WARDOGS match?
There is no timer: a match ends when one faction reaches 100 points. At one point per 22-second tick that is at least about 37 minutes. BULKHEAD said in its podcast that the longest 5% of matches fell from 46 to 41 minutes in Season 2.
Can you switch teams mid-match in WARDOGS?
Yes, with limits. Once a team leads by more than 10 points you cannot switch again for 15 minutes after joining one, and a switcher sees an obscured map and cannot use the spawn vehicle until reaching the zone once (Season 2 notes).

Ready to level up?

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