Turf War is squad against squad: "Two squads. Paint the map." You pick a squad, not a single fighter, and if it holds more of the island at the buzzer your pick pays 1.9x, stake included, so 100 comes back as 190.

A hex island painted half red and half blue, with crew from both squads fighting over the middle
Turf War

How a battle plays

Each squad has three crew, two runners and a blaster, on a hex island of 55 tiles. A battle lasts 41 seconds, or 45 with overtime. Standing on a tile paints it in that squad's color. A tile with both squads on it doesn't change hands.

Blasters lob paint balls that tag enemies. A tagged crew member pops and drops back onto their squad's pad 2 s later.

Enemy paint in a squad's own half comes off faster the closer it is to that squad's pad. This home-turf rule means a squad that gets pushed back wins ground back quickly.

Which crew member runs and which one blasts is dealt by the round's seed, so both squads start at 1 in 2.

How the winner is decided

Turf War runs on a clock, with 41 seconds of regulation. At the buzzer:

  1. If the squads are more than 5 tiles apart, the squad with more tiles wins.
  2. Within 5 tiles, the match goes to 4 seconds of overtime and the card says "Overtime! Four more seconds". The squad with more tiles after that wins, and the result says "Won in overtime".
  3. Level on tiles after overtime goes to the squad with more tags, for example "Level on the map, won on tags 7–5".
  4. Still level, a coin flip drawn from the round's seed decides it, and the result says "Dead level, won on a coin flip".

A tie never voids a Turf War round.

Drops in Turf War

A Drop here lands on a whole squad. It's at full strength with 17 seconds or more left in the period and shrinks to 25% of that at the buzzer. Overtime is its own short period, so a Drop there lands smaller.

DropKindWhat it does
ReinforcementsSpeedA drop pod lands an extra runner for up to 5 s and splats the tile it lands on.
RallyShieldFor up to 3 s, the squad can't be tagged, moves 15% faster and paints 20% faster.
AirstrikeChaosUp to 7 of the squad's tiles in its densest patch go back to sand, and its crew within 2.6 m are stunned for up to 1.6 s.

The server picks which Drop you get and which squad it hits. Prices and limits are on how Drops work.

What the scoreboard shows

The plate at the top has each squad's faces at the ends and its share of the map in the middle, like "45% – 53%". The bar under it is the map split, and the gap between the colors is unpainted ground.

The plate moves with every tile, but the lead is only called once a squad holds 3 tiles more than the other. That's when the LEAD CHANGE call goes up and the crown hops across. The line under the title works the same way. It reads "Neck and neck" until a squad is 3 tiles clear, then "Orbit leads the map" until the map is level again or the other squad is 3 clear, so a lead that wobbles by a tile or two doesn't flip it back and forth.

Live Turf War card at 0:36 with LEAD CHANGE and Orbit over the hex island, a TRIPLE burst over a red and blue fight, a +11 Orbit ribbon, 45% to 53% on the scoreboard, and the line Orbit snatches the lead late under the title
A late lead change, 45% to 53%

Next steps

Meet the crew

The 15 characters who play every match.

Learn More
How picks work

Stakes, payouts and what happens on a void.

Learn More
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