Create your account
Create a WARGRID account before registering. Ubisoft is optional; your real Trackmania login keeps records and profile ownership recognizable.
WARGRID / FIELD MANUAL
Everything you need before joining a War. Two teams. One shared map pool. Every Local Record matters.Two teams. One shared map pool. Every Local Record matters.
START HERE
Create a WARGRID account before registering. Ubisoft is optional; your real Trackmania login keeps records and profile ownership recognizable.
Join with a complete team through your team captain, or register solo for a drafted Fun War.
When pre-registration opens for an announced War date, reserve your place for that specific event. Final team assignment can follow later.
The organizer reviews registrations, confirms teams and prepares the server before the War begins.
Enter the dedicated server while the War is active. Console players need an in-game invite.
Hunt every map. Your best valid War time determines LR position, player points and team score.
TEAM FORMATS
Two complete, pre-made teams compete against each other. Captains submit team names, team tags, rosters and TMX map links before the deadline. Fixed-team Wars do not use a player draft.
Players register individually and may volunteer as captains. If more than two volunteer, two captains can be selected randomly. Captains choose team names, tags and draft the player pool.
Once fixed rosters are confirmed or the draft is completed, team assignments are locked. Players may not switch teams after recording valid War times.
THE FORMAT
Exactly two teams compete across one shared, locked map pool. Players do not need to be online together: every valid Local Record set during the active War contributes to individual and team score.
Standard Wars last 7 days. Start and end time are announced before registration closes. Official pauses for server, scoring, map or database problems pause the competition clock; the end time is extended by the approved pause duration.
Normal maps must have an expected competitive driving time between 15 and 30 seconds. Both teams receive the same number of map picks; a standard 7-day War recommends 20 picks per team.
Each team may submit a maximum of 3 maps per primary style. Hybrid maps receive one locked primary classification decided by the War admins.
Each team may use one MiniRPG as part of its normal quota. It may be up to 60 seconds, must be competitively huntable, and may not rely on excessive luck, broken respawns or unclear routing.
The complete pool and one fixed, repeating server rotation are validated before the War starts. Team picks should alternate where practical; styles and MiniRPG maps are distributed. Strategic map changes are not allowed after lock. The server playlist remains the authoritative Current and Next Map source.
ACTIVE means records and points count. PAUSED stops the official clock. FINISHED freezes the result and stores it in History. Tiebreaks use map wins, then LR1, LR2 and LR3 totals; if all are equal, the result is a draw.
EVERY RECORD COUNTS
Only valid records set during the active War count. A player's best valid War time determines their Local Record position. Historical server records and Nadeo World Records never form the WARGRID score.
If a War uses N scoring positions, LR1 receives N points, LR2 receives N−1 points, and the scale continues until the final scoring position receives 1 point. Every position below the configured scoring range receives 0 points.
TEAM SCORE = THE POINTS EARNED BY ALL ELIGIBLE TEAM MEMBERS ACROSS EVERY WAR MAP
COMPETITION OPERATIONS
These rules are currently managed from the WARGRID admin CMS.
Create a WARGRID account before registering. Your real Trackmania login keeps records and profile ownership recognizable.
Join with a complete team through your captain, or register solo for a drafted Fun War.
Hunt every map. Your best valid War time determines Local Record position, player points and team score.
Two complete, pre-made teams compete. Captains submit team names, rosters and TMX map links before the deadline.
Players register individually. Captains can be selected and draft the player pool.
War admins may reject broken checkpoints, unreliable respawns, unintended shortcuts, severe cuts or unclear routing.
The validated map pool and official rotation lock before the War starts. Strategic map changes are not allowed afterwards.
Current Map and Next Map come only from the active EvoSC server playlist.
Only valid records set during the active War count. LR1 receives the highest configured points and the scale continues down.
A player with a valid War time may not switch teams. Exceptional roster changes require admin approval.
Deliberately watching or using external World Record ghosts for active War maps is prohibited.
Tools or methods that create an unfair advantage, manipulate records, teams, identities, scoring or website data are prohibited.
Rivalry is welcome. Harassment, impersonation and personal attacks are not.
Console players need an in-game invite from a player already on the dedicated server.
Administrators may intervene to restore fairness during technical or competitive issues.
PLAYSTATION / XBOX
Request access early. If reconnecting fails later, ask for another invite.
FAST ANSWERS
Yes for managed registration and profiles. Ubisoft is optional, but a WARGRID account plus real Trackmania login is required so admins can recognize players and assign badges/history.
Registration does not automatically grant dedicated-server access. Solo registration places you in the player pool for captain draft; fixed-team registration is confirmed by organizers.
Yes. A player already on the dedicated server must send you an in-game Trackmania invite.
No. The War runs as long-term Time Attack hunting. Play and improve whenever you have time.
Your position in the War Local Records on each map awards points. Every configured scoring position can matter.
Your average Local Record rank across maps with a valid record. Lower is better.
No. Scoring uses valid records from the active War only. Nadeo World Records and historical server records do not count.
Most map wins, then most LR1 records, then LR2 records, then LR3 records. If all values are equal, the result is a draw.
Final scores are locked and the complete competition moves into the permanent History archive.
Synchronization can take a little time. The server-side War system remains the authoritative source.