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War Council

From the Polandball Go Wiki

War Council is a fantasy game made and run by polbielytics. It is not part of Polandball Go, and nothing you do in it touches the game. You pick real alliances and real war players, and they score for you from what they do in that week's alliance wars. Its full name is Polbielytics War Council: Fantasy Alliance Wars Draft, and it opened to the public on October 9, 2026.

It lives at War Council. You need a polbielytics account to play.

1 Two ways to play#

  • The Public game is one big game everyone shares. You build a roster under a credit budget, and the standings run on total points over the season.
  • Private leagues are run by one player for a group. Teams are picked in a snake draft, so each alliance belongs to only one team in that league. By default a league is head-to-head, with weekly pairings and a Top 2 playoff.

The person who runs a private league is the League manager. Everyone with a team is a Warlord. The league's main view is the War Table.

2 Your roster#

A season roster holds:

  • 8 alliances: 5 starters and 3 on the bench.
  • Up to 4 war players: 3 starters and 1 on the bench.

One of your starters is your captain and scores double.

The bench works automatically. If a starting alliance has no war that week, the first bench alliance that does fight takes its place. A starting player who didn't fight is covered by the bench player, if the bench player fought. The captain's double counts only if the captain's own slot played; a captain covered by the bench loses it. A starter nobody can cover scores 0.

3 Prices in the Public game#

The Public game has a budget of 225 credits. A Public game roster can also be saved with 7 alliances.

  • Alliances are priced by war power at matchmaking, in five bands of equal size. Band A costs 26, then 22, 19, 17, and 15 for band E. These prices are fixed for the whole season.
  • War players are priced by their war points per war over the last two finished weeks, from 34 credits for the top 5% down to 11. Player prices are rebuilt each war week.

A pick keeps the price it had when you took it, even if the player's price later moves.

Private leagues have no budget. The draft decides who gets whom.

4 How alliances score#

  • Win: 10 points. A draw pays 5.
  • Upset: 5 more for beating a side that had more war power at matchmaking.
  • War points: 1 point for every 100 war points the alliance scored.
  • Map clear: 8 points for clearing the whole enemy board.
  • Squads standing: 1 point for each of its squads still standing at the end.
  • MVP and Wall of the week: 6, 4 or 2 points for the week's top three attackers and defenders.

5 How war players score#

  • War points: 1 point for every 200 war points they scored.
  • Zones cleared: 3 points each.
  • Squads standing: 1 point for each of their squads still standing.
  • MVP and Wall of the week: 6, 4 or 2, as for alliances.

There are no penalties and no negative points. The result, upset, squads and MVP points arrive once the war is finished; until then a team shows only live points from war points and clears so far. Because scores come from the real wars, the fantasy week follows the game's war week. The scoring of the real wars is on War scoring and the war ladder.

6 Lineups, locks and swaps#

Lineups lock when the week's attacks open, at Saturday 00:00 UTC (Friday 8 PM US Eastern in summer time). This is War Council's own lock. The game's roster lock for the real war comes a day earlier.

Between weeks you can swap: drop one pick and add a free one of the same kind. The Public game allows 2 swaps a week; a private league sets its own number, from 0 to 4. Swaps close while a week is being fought and reopen after it is scored.

7 Seasons#

A Public game season is four war weeks. Season 1 of the Public game counts from the war week of October 15, 2026. The week before it, October 8, was a Beta Week: it was scored and kept, but counts toward nothing.

Private leagues choose a season of two, three or four weeks. Past leagues and seasons stay on your page; nothing is deleted when a new season starts.

8 Private leagues in detail#

  • Size: from 1 to 20 teams, 12 by default. A league can have up to 50 members, and one person can be in up to 10 leagues.
  • The draft: a snake draft of 12 rounds, so the order reverses each round. The pick clock is 30, 60, 90 or 120 seconds, 60 by default. A Warlord who runs out of time gets an automatic pick and is put on autodraft.
  • Formats: head-to-head or total points. The League manager can change it until the draft goes live.
  • Schedule: head-to-head pairings rotate so every pair meets once before any pair meets twice. With an odd number of teams one team has a bye each week, and a bye counts as a win.
  • Playoffs: none, Top 2 or Top 4, with Top 2 the default. Top 2 makes the last week a final between the first and second seeds, with a third-place game. Top 4 needs a season of at least three weeks and adds semifinals, 1 against 4 and 2 against 3. A tied playoff game goes to the higher seed.
  • Tie-breakers: in head-to-head, win share (a tie counts as half a win), then points scored, then draft seat.

9 Trades and chat#

Warlords in a private league can trade with each other. Each side must send the same number of alliances, with at most 4 picks per side, and every roster must still have 4 players or fewer afterward. An offer stands for 72 hours. Once accepted, a trade waits 24 hours for review. The League manager can veto it in that window; if the League manager is one of the two Warlords trading, a majority of the other Warlords can veto it instead. Trades go through only while no war is being fought: during sign-up and setup, or after a week has been scored.

Each league has its own chat, and the draft room has one too.

See also Alliance wars and Alliances.

10 See also#

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