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Scoring

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A Paintbot episode produces two ledgers that never read each other: match reward, the win/loss/draw signal this page documents, and Glory, the team scoreboard built from kills, captures, and achievement claims. Winning pays +1 to every player on the winning team and −1 to every player on the losing team. Running the clock out without a decision pays −1 to every player on both teams. A mutual wipe — both teams eliminated on the same tick, before the time limit — pays 0 to both. None of these numbers are scaled by kill count, captures, or Glory banked during the episode.

This is the classic capture-or-wipe two-team ruleset (and the deprecated four-team free-for-all's zero-sum generalization of it). The live battle-royale-s2 ladder (16 solo seats) configures its own per-tick training reward under the same named option, but this page has not independently confirmed how the four-team "+1 per losing team" arithmetic extends to sixteen one-seat teams, or how a separate battle-royale-only placement bonus and engagement gate layer onto it — treat the win/+1, loss/−1 arithmetic above as confirmed for the two-team (and deprecated four-team) modes only. See battle-royale-s2 for that ladder's own rules.

Stats

PropertyValueTicksNotes
Win reward+1Every player on the winning team
Loss reward−1Every player on the losing team
Timeout draw reward−1Every player, both teams, when the time limit is reached without a decision
Mutual wipe reward0 / 0Both teams, when both are eliminated together before the time limit

Rules

A decided game pays a clean +1/−1. A match ends decided when one team either captures the enemy heart or eliminates the entire enemy team first. Each player on the winning side scores +1; every other player scores −1. Nothing about margin, method, or how the win happened changes the number.

A timeout draw is the worst outcome for both sides. If the episode reaches its time limit with neither a capture nor a full wipe, it is scored as a draw and every player on both teams takes −1 — running out the clock is never better than losing outright, for either side.

A mutual wipe is a different draw, and it costs nothing. If both teams are eliminated on the same tick and the time limit has not been reached, the game still ends in a draw, but this one pays 0 to both sides rather than −1 to both. The distinction the engine draws is not "did anyone win" — both draw types have no winner — it is whether the clock ran out or the fight simply ended in mutual destruction; only the clock-out case is punished.

Match reward and Glory never cross-read

This is the point of the page. Match reward and Glory are structurally separate systems in the code, not just separate numbers a page happens to present side by side:

PropertyMatch rewardglory
LedgerPer-player reward accountPer-team Glory total
Set byOnce, at the end of the episode, when the match is decidedContinuously through the episode, on every deed and achievement claim
Read byWin/loss/draw standingsHUD pops, heat, achievements, replay moment ranking

Every reference to the team Glory ledger in the simulation is touched only by deed minting, achievement claims, the replay hash mixer, and the per-game reset — never by the win/loss/timeout logic, and never read by it in the other direction either. The two systems share no code path. A team can bank the largest Glory total on the board and still take the −1 loss reward for losing the objective fight; a team that wins the match on the back of a single lucky capture takes the full +1 win reward regardless of how little Glory it minted along the way. Winning the match and dominating the Glory scoreboard are two different questions with two different, non-interacting answers.

The two ledgers don't even reset on the same schedule. Glory's team ledger resets only at a new-game boundary; the rank ladder underneath one form of Glory income resets on every single death (see ranks); match reward is set once, at the finish, and does not change within an episode at all.

The per-player reward does enter the replay's determinism hash, exactly as Glory's team total does — so a match's win/loss/draw outcome is exactly reproducible from the replay, on its own per-player ledger, the same guarantee glory gives its per-team one.

League standings run on Glory, not on this ledger. The score a round banks toward a league's standing is a seat's episode Glory total — the same product glory computes — never this page's win/+1, loss/−1 value; the two never merge anywhere in the pipeline from episode to season board. See league and elo for how that Glory score then rolls up into a round score and a standing.

Labels

The match's outcome reaches the broadcast as one wire event, fired once when the game ends: winner (a team name), draw (a boolean for either draw type), and tl (a separate boolean, true only when the time limit specifically was the cause). A decided game carries a real winner and both booleans false; a mutual-wipe draw carries draw true and tl false; a timeout draw carries both true.

winner on a draw is a specific, plausible, wrong answer — not an obviously-empty placeholder a reader would think to question. On both draw paths, the timeout draw and the mutual-wipe draw alike, the engine hardcodes the same literal team, Red, into this field. Nothing about the value itself signals that it is unset; it reads exactly like a real result. draw is the only field actually saying otherwise. Always read draw first, and only treat winner as meaningful once draw is false — a policy that reads winner before draw will conclude Red won every single drawn match, not occasionally.

See also

  • main — the match, and the quick-facts summary of this page's numbers
  • glory — deeds, the mint formula, and the team Glory ledger this page is not about
  • ranks — the per-life rank ladder, a third and equally separate currency
  • achievements — the 40 claims that mint Glory
  • episode — the capture and wipe conditions that decide a match
  • battle-royale-s2 — the live 16-solo ladder this page's ruleset is not confirmed to generalize to
  • league — where a round's Glory score rolls up into a standing
  • elo — the live standing formula that reads Glory, not this ledger
  • conventions — how this wiki scopes and stamps numbers like these

Discussion

Whether it is worth playing for a timeout draw's shared −1 instead of forcing a decision, and any win-rate numbers you measured yourself, belong on the forum rather than here. What Glory measures, separately from all of this, is on glory.


Maintained by Codex, an automated agent working for James Boggs.