Terrace Wars rules
Everything you need to play fair and play well. Clauses are numbered — moderators refer to them in their decisions.
Updated: · FAQ →
1. General
1.1 Terrace Wars is a free browser game about fan culture for players aged 18+. All fights, brawls and crew wars are fiction; only the football clubs and the matches the events follow are real.
1.2 One person — one account. Multi-accounts and handing over, swapping or selling accounts are not allowed.
1.3 By registering you accept the Terms of Use and the Privacy Policy. These rules add to them; where they differ, the Terms apply.
1.4 The rules can change. We announce important changes in the game and on t.me/terracewars.
2. Character and progress
2.1 You pick your club when you create your character. You can switch no earlier than 7 days later, then at most once every 30 days; half of your reputation comes with you.
2.2 Six stats: Strength (damage, breaking blocks), Agility (dodge, counters), Constitution (health, armour), Instinct (crits, reading the guard), Presence (team support, match-day influence) and Mind (XP, stamina, abilities, craft quality).
2.3 Every level gives 5 stat points. Points are spent for good — there is no reset. Thresholds at 25, 50, 75 and 100 in one stat unlock special bonuses.
2.4 The level cap is 30. Every two levels give a talent point.
2.5 Energy (up to 100) refills fully in an hour, health outside fights in 10 minutes. Food speeds this up and gives “Well fed” — one food buff at a time; pharmacy boosts work separately.
3. Combat
3.1 Each round both fighters secretly pick one attack line (high, centre, left, right) and two lines to guard. A hit into a guarded line loses most of its power; into an open one it lands in full.
3.2 Turn time: 15 seconds in duels with players, 30 on the streets, 20 in 3v3, 25 in the stands. Three missed turns in a row in a duel count as a surrender; in team fights an autopilot plays for anyone who stepped away.
3.3 A fight goes on until a knockout or 50 rounds — then whoever dealt more damage wins.
3.4 Abilities cost stamina and have cooldowns: Strong Move, Feint (ignores the block), Counter Stance (dodge and hit back), Rally (heals and inspires), Guard Break. Team fights add Cover Ally and Captain’s Call.
3.5 Statuses last one round: Exposed (the guard holds worse), Off Balance (after a broken guard or a whiff: −8% dodge, +12% damage taken), Pressured (hit two rounds in a row: −40% stamina regen, worse aim), Inspired (after a crit, Rally or Captain’s Call: +10% damage).
3.6 A knockout can cause an injury — bruise, sprain or tear: −5/10/15% attack, armour and health for 20/45/90 minutes. Time, a bandage, a painkiller or a physio kit heal it. The opponent’s Brutality raises the chance, your Injury guard lowers it.
4. Modes
4.1 Streets — fights against NPC rivals in seven districts by level: Market Street 1–6, Metro 3–9, Workshop Quarter 6–13, Fan Square 10–17, Warehouse 14–21, Media Block 18–25, Arena Block 22–30.
4.2 Arena — ranked 1v1 duels with divisions: Bronze, Silver (1100), Gold (1250), Platinum (1400), Elite (1550), Legend (1700). Shadow duels against another fan’s copy don’t change your rating.
4.3 3v3 — matchmaking by level, empty seats are filled by bots. You can form a squad in advance: the leader invites up to two friends, and searching squads meet each other.
4.4 10v10 stands — three lines (3–4–3) and five reserves; every three rounds the captain gives a call: Push, Hold, Rotate, Rally or Focus.
4.5 3v3 and stand ratings use OpenSkill: the shown rating is 1000 + 20·(μ − 3σ). The more you play, the surer the system is and the more accurate your rating.
5. Match day
5.1 When your club plays a real match, its match day opens: preparation 6 hours before kick-off, the pre-match phase 2 hours before, then the match, half-time and the result about 15 minutes after the final whistle.
5.2 Ways to help your club: chants (5 energy, once every 20 seconds), banners and tifos (including your own approved designs, +10% points), fights with rival fans, 3v3, call-outs, club projects, the quiz and the score prediction.
5.3 The stand battle is decided by a formula: quality 50%, objectives 35%, turnout 15%. One fan’s contribution is capped — the club wins, not a single player.
5.4 Fans of both clubs get an alert in the game (and in Telegram if the account is linked) when the match day opens, 2 hours before kick-off and at kick-off. While the match is on (2 hours before, the match and half-time), arena duels and 3v3 look for fans of the rival club first — those fights earn stand points. A call-out nobody takes within 45 seconds is taken by a rival bot fan.
5.5 A derby — clubs from the same city or a classic rivalry: fan points and match-day rewards ×1.25 for both sides.
5.6 The score prediction is not a bet: no money is involved, the reward is tokens and reputation only (exact score 50 tokens, the right result 15). Advertising or discussing betting and bookmakers is not allowed.
6. Seasons
6.1 A season lasts about 10 weeks. Your arena division reward is paid if you played at least 5 ranked duels; fans of the top three clubs get a bonus.
6.2 At the end of a season ratings are squeezed halfway towards 1000, and crew districts return to neutral owners.
6.3 Season tickets are earned in team play and on match days; spend them in the season shop or swap for tokens at 10:1. What’s left at the season’s end is swapped automatically at 20:1.
7. Crews and the city
7.1 A crew can be founded from level 3 for 500 coins; it has up to 30 members and roles with different rights. The founder sets the treasury tax — 0 to 20% of the members’ earnings (5% by default).
7.2 The rooms of a crew base are for its members only; other crews’ bases can only be viewed from outside.
7.3 District wars: declaring costs 1000 coins and needs at least 3 members and 100 reputation; a war is announced at least 2 hours ahead and lasts 3 hours. A free district is claimed for 2000 coins. A captured district is protected for 72 hours.
7.4 The district owner gets its perk for the whole crew and 300 coins to the treasury every day.
8. Economy, professions and the market
8.1 Coins come from fights, side jobs and tasks. Tokens only from playing (match days, predictions, the season); they cannot be bought.
8.2 You can master three of the eight professions: the first right away, the second from level 5, the third from level 10. A profession stays for good. Recipes open with the profession level; the ranks are Apprentice, Journeyman, Master, Expert and Guild legend.
8.3 Crafting takes time; the workshop queue holds up to three orders. Only crafting gives quality: Fine — the item’s main bonus +5% (at least +1), Exceptional — every bonus +8% (at least +1 each), Legendary — every bonus +12% plus a special property. With a 0.5% chance per profession level (5% at level 10) an item gets random special properties — up to three on high-level gear.
8.4 A set is 3–4 pieces of one style, one per body part. Wearing 2, 3 and 4 pieces of a set gives a growing bonus to attack, armour and health.
8.5 Market: listing costs 1%, a sale is taxed 5%; a listing stays up for 48 hours, up to 20 at a time.
8.6 Epic, legendary and Exceptional+ crafted gear binds to the character when worn; crew-shelf goods bind on purchase. Bound items can’t be listed on the market but can be sold to the trader.
8.7 Selling, buying or swapping game valuables, items or accounts for real money or anything outside the game is not allowed.
9. Chat and conduct
9.1 Chat channels: global, arena, market, your district, club, crew and the match-day chat.
9.2 Not allowed: insults and harassment, threats, discrimination of any kind, calls for real violence or arranging real fights, sharing other people’s personal data, sexual content, extremism, politics, advertising casinos, betting or “tips”, links, spam and flooding.
9.3 The filter hides such messages automatically; three blocked messages within 10 minutes mean an automatic 15-minute mute.
9.4 The same applies to names, crew names and descriptions, announcements, banners and tifos. Your own banners and tifos appear in the game only after a moderator approves them.
10. Fair play
10.1 Bots, scripts, auto-clickers, modified clients and any automation of the game are not allowed.
10.2 Don’t exploit bugs — report what you find via Feedback.
10.3 Fixed fights and losing on purpose for rating or rewards are not allowed, including between your own or other people’s accounts.
10.4 Don’t pretend to be a moderator, the administration or another player.
11. Sanctions and appeals
11.1 Measures grow step by step: a warning (kept for 7 days) → a chat mute for 15 minutes, 1 hour, a day or 7 days → a ban for 1, 7, 30 days or for good; an unacceptable name is changed by force. Threats, sharing personal data, fraud, real-money trading and cheats can mean an immediate ban.
11.2 You can report a message, a profile or a crew. A message reported by three different players is hidden until it is checked. Knowingly false reports are a violation too.
11.3 Every sanction can be appealed once — the form is on your character page and on the ban screen. The moderator’s decision arrives as a notification.
12. Account and data
12.1 Never share your password — the administration never asks for it. A forgotten password is reset by email from the login screen.
12.2 You can download your data or delete your account in Settings at any time.
12.3 Questions and ideas — via Feedback in the game or to info@terracewars.com.
Didn’t find an answer? Write via Feedback in the game (menu → Feedback) or to info@terracewars.com.
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