This website is a tool to organize and play War.app tournaments. It is not affiliated with War.app or its developers. It is a hobby project by XY#1. This website also tracks PrimePoints and includes the PrimePointsPrizeTournaments and ModTourneys.
All the main work is being done by a bot, which does various things like start games via API, read commands from a command game, read results of the CW season.
Most of the tournaments will be PrimePointsPrizeTournaments, but if you want to organize a tournament outside of that, ask XY#1!
More explanations about this website and the related tournament system might appear here in the future. You can also learn more about this website by clicking around.
The tournament system currently works with some templates who have mods, even though the official War.app tournaments do not support these mods.
If you have feedback, questions, complaints, or suggestions, or want to help me, you can contact me on War.app. A good place for feedback is the PrimePoints+Tourneys group, but you can also contact me directly on War.app.
Note that I am doing this only because I enjoy it, so I might not want to implement all of your suggestions.
You can earn PrimePoints by playing Clan Wars for Prime, and use them to play in PrimePointsPrizeTournaments. You can also trade your PrimePoints with other players. You can learn more about PrimePoints here.
Please check the settings of a game before joining it. If you do not want to participate in the tournament, please decline the first game.
If you do not join a game within the join period, you will count as declined. The deadline should also be in the game description. The join period is configurable and can vary from tournament to tournament, but the default is 48 hours.
When the join period is over, the system checks when you are on vacation. If you are, the join period will be extended by a day. Please join games immediately when your vacation is over.
All games are configured to respect vacations (since May 2026).
If you do not want to participate in any tournaments, we recommend that you activate the declineall option.
If you declined 5 tournaments in a row (starting with PPPT#35, and counting any PPPT or ModTourney you have been invited to), the declineall option will be automatically activated for you.
There are several tournament modes available. I currently think that survival is the best tournament mode. If there is a decent likelihood that your template leeds to a VoteToEnd, please consider using chips mode.
Currently, only 1v1 multi-day tournaments are supported.
You start with a fixed number of lives. If you lose a game you will lose a life. If you have zero lives left, you will be eliminated from the tournament. Last survivor wins. If you decline, you lose all your lives directly. So, survival mode with 2 starting lives is kinda like double elimination (and 1 starting live like single elimination).
The number of starting lives can be configured for each tournament.
Ranking is done by the following criteria:
If there is an odd number of alive players, a free win will be given according to the following criteria:
It is a natural extension of single elimination and double elimination. But it also allows for triple elimination and quadruple elimination without extra effort. It is also like a swiss tournament with eliminations.
Survival mode with two starting lives is similar to War.app's double elimination, but I think there is an advantages to my mode: In War.app's double elimination, the road to redemption is twice as long as the bracket for the winners, and often one has to wait for the road to redemption to finish in order to play the final. In survival mode, almost everyone gets a game in each round (except if there are an odd number of players, in which case one player gets a free win). In my opinion, this is more fair if people have a similar number of games.
Inspired by poker. You start with a certain number of chips. Each game, some of your chips are at stake. The winner gets them, the loser loses them. If you Vote To End, you both keep your chips. If you lose all your chips, you are eliminated. If you decline, you lose all your chips directly (your opponent does not get the chips, they are gone). Last person with chips wins.
The stakes depend on the chips of the player with fewer chips.
Let's call this amount X.
If X is more than the round number,
the stakes are half of X (rounded down).
Otherwise, the stakes are X.
Starting with round 13, the stakes are always X,
too.
(Before v1.6 the stakes are: 3,3,3,4,5,6,7,8,9,10,11,12,16,20,...
before v1.3, the stakes were: 4,4,4,5,6,8,10,13,16,...)
To avoid very low-stakes game, if the round number is greater than 4 times the chips amount of that player, the system will perform a double-or-lose coinflip for that player.
Ranking is done by the following criteria (since v1.6):
Suggested by MetalGear4.5. You get eliminated if you lose two games in a row. There is also a variant where you get eliminated if you lose three games in a row. If you decline a game, your loss streak will set to 2 or 3, which will eliminate you.
Ranking is done by the following criteria:
The tournament consists of a fixed knockout bracket. But you can enter the bracket multiple times! Its like having multiple clones of yourself in the tournament.
Declining will not necessarily eliminate you, but it will eliminate one of your clones. If both players decline, the first player will advance to the next round. If you get scheduled against yourself, the game will not be played, but you will advance to the next round (and it will count as a bye).
The bracket can be of size 4, 8, 16, 32, or 64. Depending on the number of participating players, some players might have one more clone than other participants. This is determined randomly.
Ranking is done by the following criteria:
Inspired by GSL Style Groups. A GSL-style group consists of 4 players. They split into pairs to play two Opening matches. The winners and losers of the Opening matches continue to the Winners and Losers match. The winner of the Winners match will advance to the next stage. Finally, the loser of the Winners match and the winner of the Losers match play an Elimination match. The winner of that game also advances to the next stage.
There are GSL-style groups at every stage (with the top 2 advancing to the next stage), until there are only 2 players left. The top 2 players play the final, which is a best-of-5 match. The Losers match and Elimination match of the top 4 group will be best-of-3. All other matches are best-of-1. In case of VTE, additional games might be scheduled to decide the match.
For v1.6 and newer, in the best-of-3 and best-of-5 matches, previous encounters can count as part of the matches.
The GSL Cup mode works best for 8 or 16 players. Otherwise some players might get a Bye in stage 1.
Like survival mode, but you have multiple games per round, which you have to play simultaneously. The number of games you get is equal to your number of lives before that round (although this might include a free win). The disadvantage is that the matchmaking is worse. The advantage is that you need less rounds than normal survival mode. In fact, each round, the number of total lives is approximately halved.
If your game is a draw or in a stalemate where neither player can win, you can use the Vote To End option. (You can also use other ways to determine a winner, but contact XY#1 first about your plans.) If your opponent refuses to VTE in a stalemate position, let XY#1 know about the situation.
For most modes, if you end your game via Vote To End, a winner will be decided randomly. The first exceptions is chips mode, where you both keep your chips if VTE happens. The second exceptions is GSL Cup mode, where another game gets scheduled to decide a match.
The tiebreaker scores work the same way for all tournament modes.
The tiebreaker score depends on the direct games between people with otherwise equal rank.
For each direct comparison, your tiebreaker score is wins - losses - 2*declines
(before v1.6 it was (wins + 1) / (games + 2), with exceptions if both decline or VTE).
This gets added up for all direct comparisons, and then multiplied by 1000 and rounded.
If there is still a tie, the tiebreaker score is calculated for all players in the tie, etc.
If this does not break the tie, then the players will get the same rank.
If two or more players have an equal rank after the tiebreaker score, a tiebreaker game will be scheduled only if the rank is relevant for the rewards of the tournament. For example, if the reward for 3rd place is different from 4th place, and two players share rank 3, then they will play a tiebreaker game for place 3. The tiebreaker scores will be updated with the results from the tiebreaker games. In some rare cases, more tiebreaker games might be scheduled.
Disclaimer: Please do not take any of these plans as a promise. This is more of a brainstorming list for myself, and I might never implement any of these. If you do like some of these, let me know and I might prioritize them.
I think it could be nice to have tournaments with team templates. I prefer if the teams change throughout the tournament, with an individual winner at the end.
There are some challenges for handling declines. It can get a bit messy in team games if some players decline in a team game.
A disadvantage with option 2 is that it might require a lot of restarts in the invite phase, as each player who declines triggers a new game. Option 1 can be a
Team survival mode works mostly like the 1v1 survival mode. The games are team games and every player on the losing team of a game loses a lfe.
There is a parameter for the (maximum) team size, but if there are not enough players alive for that team size, lower team sizes will be used. The final game will always be a 1v1. There can also be exceptions to the default team size in the invite phase. The maximum team size can be large, so that there is only one game per round with two large teams.
It is important for team survival mode that the template works for 1v1 and the specified team sizes and everything in between.
I did manually run such a tournament and another with two lives.
In this tournament, all games will be 2v2 games. This tournament mode will have more of a round-robin character. It consists of two phases: a swiss-like phase, and a final top-5 round, made out of 5 games.
In the swiss phase, there will be at least three rounds. More rounds will likely be added for the purpose of breaking ties. At the end, there should be unique players for places 1 to 5. As main criteria, the win difference will be used. As second criteria, there will be a Buchholz score. Per round, there can be 0-3 players who have to play 2 games in that round, but the default is one game per round.
If players A,B,C,D,E are the top 5 players of the swiss phase, they will play these 5 games for the final:
Note that each player has 4 games, play once with each possible team mate, and play twice against each possible opponent. The possible result patterns are 33220, 42211, 33211, 22222. Ties among the top 5 are guaranteed, and are broken by the ranks in the swiss part.
It is also possible to do a top 4 consisting of 3 games. The possible result patterns are 3111, 2220. I think the top 5 would be preferrable though.
In this tournament mode, a player who is out of contention for winning the tournament, might still be able to influence who wins. This is not the case in all other tournament modes.
Similar to the 2v2 swiss + top 5 mode. All games will be 3v3 games. If players A,B,C,D,E,F,G are the top 7 players of the swiss phase, they will play these 7 games for the final:
There is also a 12-game top-9 pattern, where everyone would have 8 games. But I think the top-7 variant is preferrable because it is fewer games.
I might want to make changes to chip mode. One goal would be to make low-stakes games less likely. This could be accomplished by doing a double-or-lose coinflip for players who have very few chips (e.g.\ only 1 chip after 5 rounds). I am also considering to change the stakes formula so that the default stakes are half of the amount of the poorer player, or all-in if below a threshold.
If I ever have a lot of time, I will build a website where you can just click on things (and login using CLOT). As this would require a proper server, it would require a huge change in architecture.
Before then, maybe I will build an interactive webpage where you can click through some options and then you just need to copy-paste the command.
Allow that some games start even if the last round has not finished yet. Maybe this would speed up some tournaments. However, this is difficult to get right (if you do it wrong then the order in which games are finished determines your next opponent). It is probably not worth the effort.
You would have a daily real-time game at a specific time (For example, 23:00 UTC). This is tricky to get right, because a lot of players would not show up regularly, and your tournament mode needs to be able to handle that. Maybe the chips mode from above, where you only get a small penalty if you do not show up.
This would require an API change from Fizzer, and would require that you can start games with different bank times for different players.
The basic idea would be that you start out with a large banked time, but if you use up banked time, you start with less banked time in your next game.
Essentially like ModTourneys, but without Mod templates. A regular tournament besides PPPT and ModTourneys. Gives people an extra chance to earn PrimePoints. (Only PrimePoints as rewards.) Random participants. A similar proposer queue as for ModTourneys. A bigger player base than for ModTourneys.
This website and the underlying tournament system is controlled by XY#1. If you have questions/complaints/etc you can use this group or contact him.