WARDOGS control zone and Hot Zone explained: how scoring actually works
Three teams, one control zone (a randomised 2×2 km area of a 256 km² map). Every 30 seconds the team with the most players inside scores one point. First to 100 wins. Inside the zone a smaller Hot Zone moves around; players in it count double and everything they earn pays double. Bodies in the zone beat kills anywhere else, which is why the winning strategy in every playtest was a squad that follows the Hot Zone with medics.
The scoring rule, precisely
- The zone check runs every 30 seconds.
- Whichever team has the most players inside the control zone at that moment gets one point. Ties, nobody.
- Players inside the Hot Zone count as two for that check.
- First to 100 wins. Maximum match length is therefore about 50 minutes.
So a team of 8 sitting in cover inside the zone beats a team of 12 that has 5 inside and 7 fighting on the approach. Kills matter only because a dead enemy isn't standing in the zone.
The Hot Zone
A sub-zone that moves within the control zone. Being inside it doubles your count toward the team total and doubles your cash for kills, revives and the rest. It's where the competitive players go, and where matches swing: eight players in the Hot Zone are worth sixteen.
It also moves in ways teams can influence:
- Tower codes. Each tower in the zone holds one digit. Hack a tower, read the digit, post it in team chat. Enter the full code and the Hot Zone pulls to your tower.
- FOB drill. Build a drill at your FOB (slow) and feed it fuel (a lot). It drags the Hot Zone to your position. Expensive, and a match-winner when it lands.
What this means for how you play
- Presence, not kills. Ten players alive in the zone every 30 seconds is the whole game. Medics with rebreathers keep that number up; that's why they win.
- The leader has two enemies. At 80+ points, both other teams should be on the leader. If you're the leader, dig in and build; you don't need to kill anyone, you need to still be there in 30 seconds.
- Don't fight on the approach. A kill 300 m outside the zone pays little and scores nothing. Get in, hold, revive.
- Travel time is the respawn timer. Dying means minutes of not counting. Spend on armour and stay alive.
Hot Zone economy
Double cash inside, and kills outside the zone pay far less (artillery tanks excepted). If you're playing for the bank rather than the win, live in the Hot Zone with a medic beside you. Full payouts on the money page; how to build and defend the FOBs that anchor a hold on the FOB page.
FAQ
How do you score in WARDOGS?
Every 30 seconds the team with the most players inside the control zone gets one point. First to 100 wins.
What is the Hot Zone?
A smaller zone that moves inside the control zone. Players inside it count double toward the team count and everything earned inside it pays double cash.
Can you move the Hot Zone?
Yes, two ways: enter the single-digit codes held by the towers, or build a fuelled drill at your FOB. Both pull it toward you.
How long is a match?
First to 100 at one point per 30 seconds means a maximum of about 50 minutes, usually shorter as the leader pulls away.
Sick of full servers and queues?
Rent your own WARDOGS server from an approved host and play with your mates on your rules. UK/EU: QONZER (bare metal, no slot fees). Anywhere else: BisectHosting (21 locations). Casual group: xREALM (pay by the hour). Full comparison.