The published rules
BULKHEAD describes a mode inspired by King of the Hill: three teams fight for control of a randomised 2 × 2 km Control Zone, and the team with the most players inside it earns points. First to 100 points wins the match. In its February announcement the studio added the figure the store page leaves out — that zone sits inside a 256 km² map, so the contested ground is a small fraction of the space you can move through.
Presence scores, not kills
This is the sentence worth rereading: points come from having the most players inside the zone. Not from eliminations, not from holding a capture point, not from a ticket count. A team can lose every firefight on the perimeter and still score, provided more of its players are standing inside the boundary than anyone else’s. It also means dying outside the zone costs your team twice — you are not in it, and you are not on your way back to it.
Reading the scoreboard
The HUD puts three blocks in the bottom-left corner, coloured blue, red and green — the same three colours as the armbands teammates wear. Each block carries a three-digit score and, beside it, a smaller number: that team’s current player count. The two move independently, and in the published frames they frequently disagree. One official screenshot shows blue on 042 with 29 players, red on 045 with 43, and green on 056 with 19. The team fielding the most bodies was second on points; the team with the fewest was winning.
The Hot Zone doubles you, not just your pay
Inside the Control Zone there is a shifting sub-zone — the Hot Zone — and BULKHEAD describes it doing two things at once: “Players count as double towards their player count, leading to match-swinging potential. The ‘Hot Zone’ also yields DOUBLE CASH!” The cash half is quoted everywhere. The first half almost never is, and it is the more important one: ten players in the Hot Zone count as twenty for scoring. A team that is losing on bodies can win the tick by being in the right part of the zone.
CONTROL: names a faction, not a place
Underneath the three blocks the HUD prints CONTROL: followed by a name — VALKYRA in one published frame, LONESTAR in another. We originally read those as Control Zone names, and that was wrong. BULKHEAD’s own Supporter Pack listing brands a weapon camo for each of three factions: Valkyra, Lonestar and Manticore. Three factions, three teams. So the line is almost certainly telling you which faction currently holds the zone, which makes it a live scoreboard rather than a map label — and it explains why the name differs between frames of what could be the same place. BULKHEAD has not stated the reading outright, so it stays labelled as ours.
Who the three teams are
BULKHEAD names all three and colour-codes them, which is what makes the scoreboard readable: LONESTAR in blue, “the heavy-hitters in the Western paramilitary world”; VALKYRA in red, which “aims to return the Soviet People’s Republic to greatness”; and MANTICORE in green, “the Kingdom of Persia, Tehran’s shadow army”. The fight itself has a stated cause: WARDOGS is set in war-torn Kolchia and centres on PV-1, a rare resource the studio says has fuelled decades of Eurasian conflict.
What nobody has explained
The scoring rate is unknown. Nothing published says how many points a team earns per tick, whether the size of a team’s lead in the zone changes the rate or only which team scores, or how long a match runs. If you have seen a site state a points-per-second figure, ask which announcement it came from. We will measure it against a stopwatch in the launch build rather than guess at it now.
How to use this before you play
Editorial preparation, not tested advice. Judge a movement decision by whether it puts more of your team inside the boundary sooner. A detour that wins an isolated fight on the way can still be the wrong call, because the scoreboard is not counting that fight. Agree a regroup point with your squad before you commit, because the route back into the zone matters as much as the route out.
Common questions
Do kills score points in WARDOGS?
Not directly. BULKHEAD says the team with the most players inside the Control Zone earns the points. Kills matter because they remove opponents from the zone, not because they score.
How big is the map?
256 km², with the Control Zone itself 2 × 2 km and randomised within it. Both figures come from BULKHEAD.
How many points per second does a team earn?
Not published. We are not going to guess, and anyone stating a rate today has not sourced it.
What are VALKYRA, LONESTAR and MANTICORE?
The three factions. All three are named in BULKHEAD’s Supporter Pack listing, which sells a faction-branded weapon camo for each. The CONTROL: line on the HUD names one of them.
How many Control Zones are there?
Unknown. The zone is randomised inside a 256 km² map, and no count has been published.
Sources & verification
The rules are quoted from BULKHEAD. The scoreboard behaviour is read off official screenshots. The scoring rate is not published and is marked as such.
| Source | Type | Read |
|---|---|---|
| Steam · WARDOGS official store listing | Publisher stated | 2026-09-08 |
| BULKHEAD · “WARDOGS — Top Questions”, 18 February 2026The announcement that states the 2×2 km Control Zone sits inside a 256 km² map, and that the first team to 100 points wins. | Publisher stated | 2026-09-08 |
| Official WARDOGS screenshots on the Steam store pagePublisher-published media. Used for what is legible on screen — the HUD, the CONTROL line naming a faction, two weapon slugs — and for nothing that is not. | Confirmed | 2026-09-08 |
| Steam · WARDOGS – Supporter Pack store listingBULKHEAD’s own listing for the paid edition. It is also where the three faction names, three weapon names and the Littlebird helicopter are published in official text. | Publisher stated | 2026-09-08 |



