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A rule belongs to one phase. It has one trigger (“when this happens”) and a list of actions (“do these things”). Rules only run while their phase is the current one.
A rule in a game file
You build rules in the editor under Phases & rules. The keys below are what the game file stores.

Triggers

Trigger details

  • Player dies: players never really die in a match. There are no drops and no respawn screen; they are healed and the death rules run. With no death rule in the phase, the player is eliminated.
  • Player kills a player: the kill counts for the last player who hit the victim within match.kill-credit-seconds (10 by default).
  • Player holds a zone: with contested: pause, nobody scores while players from different sides share the zone. With share, everyone inside scores. In free-for-all, every player is their own side.
  • Player falls below a height: dropping out through the bottom of the arena counts too. When you build a preset, its heights move with the arena.
  • Player kills a game mob and All game mobs are dead only count mobs the game spawned with the Spawn mobs action.

Actions

Action details

  • Eliminate: the player is out. Their inventory is cleared and they watch from the lobby in spectator mode until the match ends.
  • Respawn: the player waits delay seconds as a spectator, then returns to a spawn with full health and the kit. A delay of 0 is instant.
  • Teleport: to a marker. Team games use the team’s own list first (spawn-red before spawn). Players take turns through a marker’s positions.
  • Spawn mobs: spawns count mobs spread over the marker’s positions. Vanilla mobs target the nearest player still in. A mythic:<id> mob needs PRO and MythicMobs; when it cannot spawn, the fallback vanilla mob spawns instead. See Integrations.
  • End the game: auto uses the game’s win rule. player makes the player who triggered the rule the winner, or their team in a team game. team does the same. With no triggering player (for example under Phase starts), player and team end with no winner. top picks the highest score among players still in. none ends with no winner.
  • Fill a zone: sets every block in a zone, up to 32,768 blocks. The arena reset puts them back.
  • Next phase: moves on now. After the last phase, the game ends with the win rule.
  • Console command (PRO): runs as the console. {player} becomes the target’s name.
  • Typewriter entry (PRO): starts a Typewriter dialogue, cinematic or action for the player. Entry ids use letters, digits, _, ., : and -.
When an action ends the match, the rest of the rule is skipped, except chat messages, titles, action bars and sounds. So “X crossed the line first!” still shows after the End the game action.

Targets

Most actions have a target: Triggers with no player of their own (Phase starts, Phase ends, Every few seconds, All game mobs are dead) reach everyone. The editor sets target: all when you add an action to one of them. Chat messages, titles, action bars and sounds also reach eliminated players who are watching. Other actions only touch players still in.

Text placeholders

Chat messages, titles and action bars accept MiniMessage and these placeholders:

Examples from the presets

A rule loop that jumps between phases more than 64 times in one second (for example, two phases that each move on as they start) ends the match with no winner.