Guide
Everything the game does, in one place. Turn on Explain in the top bar to see these tips right where they matter.
Your club
Your home league is where your starter players come from. Your favourite team is your first club badge. Packs drop the badges of other teams, and on the club page you pick a badge, rename your club and give it a 2 to 4 character tag.
Every new club starts with seven random mid-rated pros and a coach from its home league, 5,000 coins and a free Welcome Pack.
Reading a card
The big number is OVR, the overall rating. Below it: the role (Entry, Flex or Support), an IGL tag for real in-game leaders, the nation and the team.
AIM is gunfights, ENT is opening duels, UTL is utility, plants and defuses, CLT is clutches, IQ is game sense and survival, TMP is teamplay and trades.
Bronze is below 65, Silver 65 to 74, Gold 75 and up. Icons have their own shape. Each tier has a card shape and a label, so you never need the colour to tell them apart.
Where ratings come from
Nobody rates players by hand. Every card is calculated from real match stats of the last 12 months and the player's prize money. The ratings page shows the full method with the current numbers.
Setups
A setup decides which role each of your five starter slots needs. Standard is 1 Entry, 2 Flex, 2 Support. Aggressive is 2/2/1, Utility 1/1/3 and Flex Heavy 1/3/1.
Changing the setup never moves your cards. It only changes what each slot expects.
Chemistry
Each starter gets 0 to 3 chemistry. Points come from teammates in their role who share a team (2, 3 or 4 players), a league (3 or 5 players) or a nation (2, 3 or 4 players).
A league alone gives at most 2 points, so full chemistry needs a team or nation link too. A card out of its role gets 0 and does not help the others.
Icons in their role always have full chemistry and count twice for their nation.
Squad IGL
Pick one starter as your in-game leader. The IGL reads the other team and makes your round tactics stronger in matches.
Cards with the IGL tag are real IGLs and get the full effect. Anyone else leads at half strength. If your IGL goes to the bench, the role is cleared.
Coach
Your squad has one coach slot. A coach gives +1 chemistry to every starter in their role who plays in the coach's league or shares the coach's nation, up to the usual 3.
Coach cards show the real team's map win rate over the last 12 months and how many maps it played. Their OVR comes from that win rate, the league strength and career prize money.
Coaches drop from every pack, a bit rarer than players.
Icons
Icons are Six Invitational champions who no longer play for a team in the game, like Pengu, Goga or Fabian. Retired champion coaches such as Shas[O]Udas come as coach Icons.
They are rated 86 to 95 from career prize money, Six Invitational wins and tournament wins. In their role they always have full chemistry and count twice for their nation. A coach Icon gives +1 chemistry to every starter.
Icons are rare: 0.4% per Gold Pack and 0.8% per Premium Gold Pack. Every Icon is a walkout.
Packs
Packs are rolled on the server the moment you open them. The odds next to each pack are calculated from the current card pool.
Before the reveal, lights hint at the best card: 1 for Bronze, 2 for Silver, 3 for Gold, 4 for a walkout. A walkout is any card rated 84 or higher and gets the full breach, flag, role and team sequence.
Unassigned, duplicates and quick sell
New cards land in Unassigned. Send them to your club to use them, or quick sell them for coins.
You can only hold one copy of each card in your club. A second copy is a duplicate and can only be quick sold.
Quick sell values rise steeply with rating: about 120 coins at 65, 650 at 77 and over 3,000 at 88. Cards in your squad cannot be sold.
Matches
Squad Battles put your five starters against the real teams. Every round is simulated from the cards: opening duels use ENT, gunfights AIM and IQ, trades TMP, plants and defuses UTL, and a last player alive leans on CLT.
Chemistry changes every attribute (0 chem −4, 3 chem +2) and a card out of its role plays −6. Each map attacks and defends like it does in real pro matches.
Wins pay 250 to 900 coins depending on difficulty, a loss pays 50. The first 30 matches each week pay out. Pick the level your squad can beat: a weak squad earns most on Beginner or Amateur, a strong one on World Class.
Division Rivals
Play against the squads of other clubs in your division. They play with their real cards and game plan, even when they are offline. If nobody in your division is free, you face a pro team instead.
A win is +3 points, a loss −1. At 15 points you move up, from Division 10 all the way to Elite. Higher divisions pay more coins per win.
Each week counts your wins. At 1, 3, 5 and 8 wins you unlock coins and packs, paid out when the new week starts.
Your own leagues
Create a league for your friends: pick a name, 4 to 10 clubs, once or home and away, and the hour of the daily matchday. Share the invite code, then start it once at least three clubs are in.
Every day at that hour the next matchday is played automatically with each club's squad and game plan. A win is 3 points, then round difference decides. The host can rename the league any time.
Leagues can be for trophies only, or have an entry fee. Then 10% of the pot is removed and the rest goes 60/30/10 to the top three. The host can cancel before the start, and everyone gets their fee back.
Your own tournaments
Create a knockout tournament for 4, 8 or 16 clubs and share the invite code. When the bracket is full it is drawn at random and round 1 is played right away, then one round every 5 to 60 minutes as the host chose.
Every match uses each club's squad and game plan and counts for evolutions. Trophies only, or an entry fee where 10% of the pot is removed, the winner gets 70% and the finalist 30%.
Daily rewards and the Season Pass
Claim a daily reward once a day (UTC): coins and a Daily Pack with three players. Come back every day to grow your streak, day 7 gives a Gold Pack. Miss a day and the streak starts over.
The Season Pass is free and runs for 28 days. Earn XP with every match (150 for a win, 60 for a loss, up to 1,500 a day) and 300 for each daily reward. Every 1,000 XP is a level with coins or a pack. Claim your rewards before the season ends. Rewards always go to your own club.
Game plan
Before every round each side picks a tactic. Rush beats Roam, Default beats Stack, Execute beats Hold, and each loses to one other. A counter is worth a few percent per round, more with a strong IGL.
Adapt lets your IGL read the other side each round. The higher the IGL's IQ, the more often the read works and your team picks the counter. Cards with the real IGL tag read at full strength.
Map veto
You and your opponent ban maps in turns until one is left. Maps come from the current pro pool, and each plays with its real attack win rate, for example Villa and Consulate favour the defense.
Evolutions
Evolutions level up a card you own. Pick an evolution, choose a card that fits its rating and role, then play matches with that card in your starting five.
Each level has goals like playing, winning or getting kills. When all goals of a level are done, the boosts are added to the card right away and its OVR is recalculated.
You can run three evolutions at once. A card that starts an evolution becomes untradeable, and it can only do each evolution once.
Friends
Add friends with their friend code or exact club name. Once they accept, you can play friendlies against their current squad and game plan, even when they are offline.
Friendlies pay no coins but count as matches, and your record against each friend is kept. You can play 20 friendlies a day.
Transfer market
List cards from your club with a start price, a buy now price and a duration. Others bid or buy them outright. When a card sells, 5% of the price is taken as tax.
Your coins are held as soon as you bid and come back right away if someone outbids you. A bid in the last 30 seconds adds time, so nobody can snipe at the buzzer. Won and bought cards land in Unassigned.
Every card has a price range based on its rating, from its quick sell value up to 25 times that. Starter and Welcome Pack cards are untradeable, and you can trade once your club is a day old and has played 5 matches.
Coins
Coins buy packs and market cards. You get them at the start, from quick selling, from market sales and, once matches are live, from winning games.
Every coin movement is recorded in your club's ledger.
Player search
Every card in the game, players and coaches, filterable by name, league, role, nation and rating. Ratings update with the next rating run.