Match Score, MVP, and Leaders¶
Quick Start: Pick your goal.
- Every participant earns an integer match score: kills, objectives, survival, movement, and teamwork add to it, while deaths, idling, and friendly fire subtract.
- At match end two titles are decided from it: MVP goes to the top scorer match-wide, and leaders are picked per team for actually leading. This page explains both, plus every scoring category.
MVP vs Leader in One Minute¶
- MVP (one per match at most) rewards doing the most. Highest final match score at or above 120 wins, hunters and runners competing together. Kills, objectives, survival, rescues: all of it counts the same way, through the score total.
- Leader (one per team at most, so zero, one, or two per match) rewards leading. It ignores the score total and measures the trail instead: how many meters of your route teammates walked after you. A scout who blazes the path the team follows can be leader with a modest score, while the top fragger who never led anyone cannot.
The differences that matter:
- Scope: MVP is match-wide; leaders are one hunter and one speedrunner. The summary panel shows the winning team's leader.
- Metric: MVP reads the final score; leader reads followed meters.
- Count: MVP needs 120+ points and may be nobody; each side may independently have no leader.
- Reward: MVP is a title and pays no points. Leader pays +150 on the winning side or +75 on the losing side, added before the MVP pick, so leading can tip the MVP race.
- Presence: MVP can go to someone offline at the end (their score stands). Leaders must have been there the whole match and be active at the end, or nearly (see below).
How the Score Adds Up¶
- Scores start at 0 and add up per category below; several kill, death, and damage awards can land on the same event (a first-blood elimination pays both).
- At runtime totals can dip negative, but saved snapshots, career folds, and placeholders floor at 0.
- At match end the engine applies leader awards first, then the end of match categories, and picks the MVP last over final totals.
Kills¶
| Event | Award |
|---|---|
| Non-final enemy kill | +35 |
| Enemy elimination | +80, instead of the kill award |
| Speedrunner kills a hunter | +20 extra |
| First blood (first enemy kill) | +50 |
| Kill streak (per kill after the first, no dying) | +10, +50 max per streak |
| Multi-kill (per extra kill within 20 s) | +25 |
| Clutch kill (at or below 3 hearts) | +25 |
| Outnumbered kill (2+ live enemies within 14 m) | +30 |
| Long range kill (15 m or more) | +20 |
| Flawless kill (no damage from the victim in 8 s) | +80 |
| Cherry-pick (victim has no teammate within 40 m) | +25 |
| Assist (damaged the victim in the last 10 s) | +10 |
| Friendly kill / friendly elimination | -60 / -120 |
Deaths¶
| Event | Award |
|---|---|
| Death | -20 |
| Early death (within 30 s of respawn or match begin) | -25 |
| Died without damaging an enemy in the last 3 s | -18 |
| Self kill / self elimination | -30 / -50 |
Damage¶
| Event | Award |
|---|---|
| Damage dealt | +1 per 6 half-hearts |
| Damage taken | -1 per 12 half-hearts |
| Damage blocked with a shield | +2 per 11 half-hearts, +150 max |
| Friendly damage | -4 per 2 half-hearts |
| Save (kill the doomer of a living teammate) | +60 |
| Revenge on your killer / a teammate's killer | +100 / +50 |
| Unique enemy hitter (per enemy, re-arms after 10 s) | +3 as hunter, +6 as runner |
Doom marks the attacker who drops a player below 3 hearts, lasts 15 seconds, and never clears on healing; killing that attacker while the teammate lives pays the save.
Blocks¶
| Event | Award |
|---|---|
| Hardness mined | +1 per 12 hardness, +125 max |
| Blocks placed | +1 per 17 blocks, +125 max |
| Diamond / iron / debris ore mined | +5 / +1 / +15 each |
Objectives¶
| Event | Award |
|---|---|
| Reach the Nether / the End | +100 / +200 |
| Reach a bastion / a fortress | +30 / +40 |
| Final hit on the Ender Dragon | +100 |
| Eye placed in an End portal frame | +8 each |
| Villager trade | +3, +100 max |
| Hostile mob / animal kill | +2 / +1, +100 max each |
| Resource handoff (teammate picks up within 4 s) | +5, +50 max |
Movement and Behavior¶
Sampled every 5 seconds for online participants:
| Event | Award |
|---|---|
| Distance travelled | +1 per 300 m |
| Bravery near an enemy (within 50 m) | +1 per 12 s |
| Bravery at medium range (50 to 200 m) | +1 per 50 s |
| Idling (not moving) | -1 per 40 s |
| Survival time (speedrunners) | +1 per 46 s alive |
| Stay with a teammate (120 s within 26 m) | +15, +90 max |
| Lone wolf (over 100 m from any player) | +1 per 20 s, flips to -50 total at +50 |
| Escape (60 s with no damage after an enemy hit) | +40 |
| Time in combat | +1 per 5 s, +200 max |
| Unique biome / unique vanilla structure | +10 / +15 each |
Match Flow¶
| Event | Award |
|---|---|
| Late join | 40% of the team average at join, min 0 |
| Disconnected at least once | -30 |
| Leave, or quit without returning | -85 |
| Team chat message | +3, +18 max |
| Spawn camp restriction reached | -300, the camp target gains +90 |
Quitters who never come back keep both the disconnect mark and the rage quit penalty.
End of Match¶
| Event | Award |
|---|---|
| Your side won | +80 |
| Won overpowered (1.6x the enemy peak) | -30 |
| Won as the underdog (inverse) | +80 |
| Never dealt enemy damage | -150 |
| Never took player damage | -80 |
| Never killed an enemy | -60 |
| Never killed, but assisted | -30 |
| Leader on the winning / losing side | +150 / +75 |
- The win award and the strength adjustments go to the winning side only; the never-damaged and never-killed penalties hit every participant who earned them.
How MVP Is Picked¶
- Totals finalize: leader awards and end categories land first.
- Every participant with 120+ points qualifies, online or not.
- Highest total wins. Ties break toward speedrunners, then more eliminations, then fewer deaths, then the alphabetically first name, so every ranking is deterministic.
-
Nobody at 120+ means no MVP and no bullet.
-
The pick (player plus score) stores in match history, so later scoring tweaks never rewrite who won it. The title itself pays no points.
- Mid-match views differ on purpose: the
match_mvpplaceholder names the live top scorer from 1 point up with no threshold, while the<mvp>tag needs the full 120 and an in-game player, falling back to the runner-up and thennull(see Tags: Basics).
How Leaders Are Picked¶
Each side awards at most one leader: the hunter leader and the speedrunner leader are decided independently, and either side may have none. Teams whose peak size stayed at one never award one.
Eligibility¶
- On the team the whole match: joined before it began and never left mid-match. Late joiners and leavers are out.
- Active at the end, or alive for at least 90% of the match duration (alive time accrues per 5 s poll while online as a participant).
The Trail Metric¶
Positions sample every 5 seconds into an 8 m grid per team and dimension:
- The first teammate to walk a cell while genuinely progressing claims it with their position, time, and heading.
- Teammates who walk the same ground later credit the owner with the meters they followed.
-
The lead score sums those meters over followers, capped at 500 m per follower so one shadow cannot carry the score:
-
A follow needs lag between 5 seconds (side-by-side walking is cooperation, not leading) and 10 minutes, with full credit to 3 minutes and linear decay after.
- Headings must roughly agree (dot product 0.5+), which throws out crossing paths and hunters converging from all sides.
- The follower must land within 10 m (3D) of the claimed spot, and each follower, owner, and cell triple credits once, so revisits never farm.
- Portal routes and dimension changes credit double.
Anti-farming keeps the honest cases: cells claimed standing still (12 idle samples), within 40 m of the start or a respawn, or without 20 m of net displacement in the previous 60 seconds never become claims. Teleport jumps cap at 150 m per sample.
The Award¶
- The eligible candidate with the top lead score wins when the score reaches 400 followed meters with enough distinct followers: at least one, or two on teams that peaked at four or more.
- Ties break toward more distinct followers, then the better follow ratio (followed meters over own travelled meters), then whoever reached 400 m first. Winners pay +150, losers +75, added before the MVP pick.
Tuning¶
Every number on this page ships in the internal match-score.yml
bundle: awards, thresholds, windows, radii, and caps. The file
lives in the jar, never copies to the data folder, and stays out
of the settings GUI. Invalid values repair to their defaults
with a warning on load.