- First faction to 100 wins
- 1 point per 22 s tick
- Hot Zone counts you twice
- Limited Mode from Season 3
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.
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.
- 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.
How the tick works
The community Field Manual (chapter 01, updated 16 October 2026) spells out the scoring BULKHEAD's store copy summarises:
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."
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.
- Magnet duration180 s
- Tower recharge900 s
- Magnet fired$2,500
- Tower captured · from a hostile holder$250 · $1,500
- 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:
- 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.
- 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
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
- 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.
- Losing teams get a discount.Any team at least 40 points behind second place gets 20% off at the vendors.
- Team kills go to a vote.The victim picks Forgive or Punish; punishments add up to kicks and escalating bans. Respawning without voting forgives.
- Ping is policed.Region-based limits with automatic kicks; on 21 October BULKHEAD cut the official maximum to 175 ms.
- 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.
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.
- BULKHEAD / Team17 — WARDOGS Steam store page (read 8 Nov 2026: King of the Hill, 100 players, three teams, randomized 2x2 km Control Zones, first to 100, Hot Zone double cash, more objective types planned) · "WARDOGS | Season 02 Patch Notes" (Steam, 14 Oct 2026: team switching, vendor discount, TK vote, ping limits, seeding, drill rig, Magnet cost, CIWS vs spawn vehicle, Firing Range) · "WARDOGS | Road to Season 3" (Steam, 6 Nov 2026) via the Steam news feed · Steam news list (Update 0.1.2, 29 Sep 2026: community server admin tools)
- BULKHEAD — backend update on X (15 Oct 2026: Lonestar bonus removed) · The Hotzone, episode 1 (YouTube, 24 Oct 2026: match lengths, end-of-match share of progression, three-month seasons) · CEO Joe Brammer, developer response on Steam (23 Oct 2026: Limited Mode servers) · 175 ms ping cap: BULKHEAD on X, 21 Oct 2026, as covered in our Season 2 patch-notes guide
- Community references — wardogs.zone Field Manual — The Control Zone (updated 16 Oct 2026: tick timing, Hot Zone count, downed and tie rules, towers, Magnet, respawns) · Field Manual — Cash & The Economy (read 8 Nov 2026: population scaling, refund, placing cap) · WARDOGS vs Battlefield (updated 16 Oct 2026: arriving third, kit lost on death)
- Checked 8 November 2026. Community timings are measurements, not BULKHEAD figures; the Season 03 notes can change any rule here.
All free tools: calculators, percentiles & season countdowns →
Common questions
What game modes does WARDOGS have?
How does scoring work in WARDOGS?
What is the Hot Zone in WARDOGS?
How long is a WARDOGS match?
Can you switch teams mid-match in WARDOGS?
Ready to level up?
Support Leveling
RPG-7, MAAWS and the buildables that stop armour — the steadiest track per level.
Assault Leveling
The frontline track: kills, assists, C4 and the M4 at Assault 28.
Cash Farming
A bank big enough to lose a tank or a helicopter and spawn another — priced per 100K.










