Ranked is online play that moves your RP (Rank Points) and places you on the
leaderboards. This page explains exactly how RP is won and lost, the rank tiers, and the
separate ladders you climb.
Ranked uses a standardized ruleset so games are comparable — see
What's locked in Ranked. It's the only mode that changes your RP.
| Rank | RP needed |
|---|---|
| Bronze | 0+ |
| Silver | 1,000 |
| Gold | 2,000 |
| Platinum | 3,000 |
| Diamond | 4,000 |
| Master | 5,000 |
| GrandMaster | Top-500 on the ladder and 6,000+ RP |
| Legend | GrandMaster in both of a mode's two True win conditions — Domination and Capitals (see True ranks) |
Pact or Peril does not use a flat "+25 for a win / −25 for a loss" system. Ranked uses a
shared-pot model, like a tournament prize pool:
This means placement matters more than a single win/loss flag — coming 2nd of 6 is very
different from coming 5th.
The pot is split into three buckets:
| Bucket | Share | Rewards… |
|---|---|---|
| Placement | 60% | Your finishing position — winner gets the biggest slice, first-eliminated the smallest. |
| Eliminations | 25% | Your share of all player eliminations in the match (knocking opponents out). |
| Contribution | 15% | Your share of the damage done to eliminated players (only counts if you contributed at least 20%). |
Higher ranks ante up more (so the same finish is worth less RP at the top), and bigger lobbies
raise the stakes. The entry fee is:
entry fee = base(rank) + (number of opponents × per-opponent amount)
| Rank | Base fee | Per opponent |
|---|---|---|
| Bronze | 10 | 4 |
| Silver | 15 | 5 |
| Gold | 25 | 8 |
| Platinum | 40 | 10 |
| Diamond | 60 | 12 |
| Master | 75 | 13 |
| GrandMaster | 70 | 14 |
How strong the lobby is relative to you (your rank vs. the average opponent rank) adjusts
your own entry fee — you ante up more in a tougher lobby and less in an easier one (the
shared pot isn't scaled directly; it simply grows or shrinks as each player's fee does):
| Lobby vs. you | Your fee |
|---|---|
| Much easier | ×0.50 |
| Easier | ×0.75 |
| Even | ×1.00 |
| Hard | ×1.15 |
| Very hard | ×1.30 |
Beat players above your rank and the rewards swell; farm much weaker lobbies and they shrink.
Your gain in a single match is capped relative to your entry fee (and the cap tightens at
higher ranks — you can't leap up the ladder in one game). Losses are not capped, so a bad
finish in a high-stakes lobby can sting.
| Rank | Max gain (× entry fee) |
|---|---|
| Bronze / Silver | up to 1.5× |
| Gold | up to 1.25× |
| Platinum | up to 1.0× |
| Diamond | up to 0.75× |
| Master | up to 0.5× |
| GrandMaster | up to 0.25× |
A 4-player Bronze FFA, evenly matched (×1.00), everyone's entry fee ≈ 22 RP:
| Finish | Net RP |
|---|---|
| 🥇 1st (with 2 eliminations) | +26 |
| 🥈 2nd | −7 |
| 🥉 3rd | −12 |
| 4th (first knocked out) | −17 |
Note that only the winner profited — in an even FFA, the field collectively pays the
champion. Finishing in the top half keeps you close to break-even; bottoming out costs the most.
Heads-up: the exact RP you gain is finalized on the server. The post-game estimate you
see can differ by a point or two from what's applied, because the server measures your damage
contribution slightly differently than the client preview.
Your RP isn't one number — it's split across nine independent ladders, one for each
combination of win condition × lobby type:
| FFA | 1v1 | Teams | |
|---|---|---|---|
| Domination | Dom · FFA | Dom · 1v1 | Dom · Teams |
| Capital Conquest | Cap · FFA | Cap · 1v1 | Cap · Teams |
| King of the Hill | Hill · FFA | Hill · 1v1 | Hill · Teams |
Each ladder has its own RP, its own rank, and its own Top-500. The ladder a match counts for
is decided by that match's win condition and whether it was FFA / 1v1 / Teams. Climbing
"Cap · 1v1" does nothing for your "Dom · FFA" rating — and nothing for any Hill ladder.
New: the three King of the Hill ladders. They're full ranked ladders — real RP, real
ranks, their own Top-500 and their own leaderboard tabs — but they do not feed your True
rank or Legend. See True ranks & Legend.
Your full nine-ladder breakdown lives in the Ladder Ranks list on the Ranked tab of
your stats panel.
On top of the source ladders, each mode (FFA, 1v1, Teams) has a combined "True"
rank:
This is deliberate, and it's the one thing to know before you commit to the Hill ladders.
If you want a True rank or Legend, you need games in both Domination and Capital
Conquest in that mode. Hill is its own climb.
Where each rank shows up
| Where | What you see |
|---|---|
| Main Hub rank widget | Your three True ranks (Domination + Capitals). Hill never appears here. |
| Leaderboard | Six tabs — 1v1 / FFA / Teams (the True ranks) plus Hill · 1v1 / Hill · FFA / Hill · Teams (single ladders). |
| Stats → Ranked → Ladder Ranks | All nine source-ladder ranks, Hill included. |
To keep games comparable, Ranked standardizes the magnitude knobs while still letting you pick
the match shape:
You still choose: win condition (Domination, Capital Conquest or King of the Hill), FFA /
1v1 / Teams (+ team size), player count, the map (official only), Classic vs Calculated dice
mode, turn-timer length, pacts on/off, fog on/off, troop placement, card type & scope, and
the on/off toggles for portals/firestorms.
Locked to standard values:
In Casual and Single Player you pick the King of the Hill target yourself, anywhere from 5
to 25 points. In Ranked it's fixed, so every Hill game on a ladder is the same length of
race — the box is still shown, just greyed out.
See Match Settings for what each of these does.
Ranked takes abandonment seriously — quitting mid-game ruins it for everyone else. Resigning,
disconnecting and declining to rejoin, or being kicked for griefing in a ranked match records
a strike, and strikes escalate:
| Strike | Ban |
|---|---|
| 1st | 5 minutes |
| 2nd | 30 minutes |
| 3rd | 2 hours |
| 4th | 12 hours |
| 5th | 48 hours |
| 6th | 30 days |
| 7th+ | 90 days |
These strikes also cost RP on top of the ban:
(Compare with Casual, where leaving is penalty-free.)
To keep the ladders honest, accounts are checked for signs of ban evasion — someone who
picked up a fair-play restriction making a fresh account to carry on playing ranked.
If a check flags your account, a review opens and ranked play is paused while a person
looks at it.
| Typical review time | about 24 hours |
| Automatic release if nobody has reviewed it | 48 hours |
| Possible extension | one further 48 hours, once only |
The game re-checks your status in the background and tells you in-game as soon as the hold
lifts — you don't need to restart. You can also hit Check Status on the notice whenever
you like.
The automated check can do exactly one thing: open a review. It cannot ban you, restrict
you, or take anything from you. Every actual outcome is decided by a moderator, and there are
three:
Hit Contact Support on the notice (it opens the in-game report form) and say that ranked is
on a fair-play hold, with your display name. A moderator can pull the case up directly — a
review that reaches a human early is resolved early.
We don't publish what the anti-evasion checks look at. Publishing it would only be a guide
for the people it exists to stop.
There is no separate casual ladder. Your casual rank is simply your ranked rank shown
again — playing Casual never changes it. Casual stats (games, wins) are tracked separately,
but the rank is the same number.
See also: Game Modes Overview · Match Settings · Achievements → RP tiers