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Teams
Teams turns a world into a multiplayer arena with selectable sides, spawn kits, timed rounds, objectives, scores, and optional ranked loadouts. The server chooses the maps, participating teams, equipment, and rules. Available uniforms, classes, weapons, and rewards depend on the installed content packs.
This guide explains playing and setting up an arena in game. For the full command reference, see Commands.
- Join a server with an active Teams round. The team selection screen may open automatically; otherwise press U.
- Choose a playable team. If the server rejects the choice, try the smaller side: team balancing can prevent joining the larger team.
- Choose a class. Hover over the equipment icons to inspect its starting kit. Classes that require a higher rank have disabled selection buttons. When the choices exceed the available screen height, use < and > to change pages. The page size adjusts to your window size and GUI scale; team selection uses the same pagination.
- You enter the round at a spawn belonging to your team. Fight for the objective shown by the current game type.
On a server using ranked loadouts, U opens the loadout hub instead. Use Play >>, pick a team, and then choose an unlocked loadout.
| Default control | Action |
|---|---|
| U | Open team selection, or the ranked loadout hub when one is active. |
| I | Open the round scoreboard. |
| O | Open class selection for your selected team. |
| Right-click a flag or flagpole | Interact with the CTF objective. |
These keys can be changed in Minecraft's Options → Controls. Open the menus with no other screen open. Teams screens do not pause the game.
Useful player commands:
/teams motd
/teams list teams
/teams list classes
/teams join <team>
/teams class <class>
/teams score
Replace the placeholders with the IDs printed by the listing commands or offered
by tab completion. /teams join queues a team choice; select a class afterward
with /teams class to complete the normal team-and-class selection.
A team is your side and usually provides a uniform. A class supplies a starting kit and may replace parts of that uniform. Some classes also change your player appearance. The choices come from the server's installed packs; you cannot select an arbitrary class from another team.
Spawning into a playable team clears your carried inventory and equips the arena kit, including the team's or class's armour. With ranked loadouts enabled, your selected custom loadout supplies the carried equipment instead of the class's normal starting items. Do not bring survival possessions into an arena expecting to keep them through its spawns.
After each spawn you hold the first hotbar slot, and the gun in it is reloaded for you a moment later. Your first reload after a spawn is instant, so you never start a fight with an empty weapon. If your kit contains melee guns but no non-melee gun, its first melee gun is moved to the first hotbar slot so you hold it on spawn.
Player spawner plates linked to your team's bases provide spawn locations. If there are several eligible plates, one is chosen at random. Without an eligible player plate, the game tries one of your team's flagpoles. The round can also move you to the map's dimension.
Changing class while already fighting for the same team queues the new kit for your next spawn. Choosing a ranked loadout while playing also takes effect on the next spawn; opening a menu does not refill ammunition or heal you.
Completing a change to another team during a running round normally announces your defection and kills you where you stand. You respawn on the new side. This applies when confirming a class or ranked loadout; selecting Spectators or a team with no classes through the team menu moves you directly.
With automatic balancing enabled, a team more than one player larger than the other can lose a player to the smaller side. The game warns before the balance check, moves a player with the lowest round score on the larger side, and respawns them on the smaller side. The server controls the interval.
Choose Spectators to observe instead of fight. Spectators cannot take or score flags, and cannot pick up items while a round is running. During an active round, playing clients hide spectator models; enemy name tags are hidden in team modes, and all other active players' name tags are hidden in Deathmatch. These tags stay hidden when another mod draws name tags itself, such as EntityCulling for players behind walls.
Servers that force Adventure mode put combatants in Adventure and spectators in Minecraft Spectator mode on spawn. This limits normal block editing during play. If that rule is disabled, Minecraft game-mode behavior can differ.
Operators also have a No Team / Builder menu choice. It takes them out of the team assignment and switches them to Creative mode for arena construction.
A class can be limited to a number of players per team (ClassLimit) or to a share of
the team (ClassLimitPercent, rounded up so a small team still gets one). A full class
is greyed out in the class menu, and its tooltip shows how many slots are taken. Players
already using a class keep it; the limit only stops others from joining them.
A class can also require a prestige level (RequiredPrestigeLevel). A player who
has reached rank 30, or the highest rank of the active loadout pool, can run
/teams prestige (or /ranks prestige) to trade that rank for a prestige level: rank
and XP start over, statistics and total XP are kept, and the rank badge changes to the
next row of the rank sheet. Prestige can be earned five times. A rank-up slides a notice
in at the top right of the screen.
Deathmatch and Zombies use two configured team choices; the other modes take two to eight teams, see More than two teams and alliances. In Deathmatch those choices provide equipment and spawns, but do not make players allies. Each round also has a time limit and a score limit. The scoreboard shows the current mode, remaining time, and player scores; team modes also show each side's score.
| Mode | ID | What to do | What ends the round |
|---|---|---|---|
| Deathmatch | dm |
Fight every other player, including players with the same team choice. | A player reaches the personal score limit, or time expires. |
| Team Deathmatch | tdm |
Kill opponents and protect your teammates. | A team reaches the team score limit, or time expires. |
| Capture the Flag | ctf |
Bring enemy flags home while defending your own; enemy kills also add team points. | A team reaches the team score limit, or time expires. |
| Domination | dom |
Stand on capture points to take them; the side holding more of them gains score. | A team reaches the score limit, or time expires. |
| Conquest | con |
Outnumber the enemy on capture points, and choose where to come back on the deployment map. | A team reaches the score limit, or time expires. |
| Assault | aslt |
The second team takes the capture points one after another; the first team holds them. | The attackers take the last point, run out of reinforcements, or run out of time. |
| Zombies | zom |
Humans survive the plague; infected players eliminate the remaining humans. | No humans remain after the outbreak, or time expires. Humans survive successfully if any remain at the time limit. |
A round groups its teams into sides. Teams on the same side are allied; a round set up without alliances simply puts every team on a side of its own.
| Mode | Teams | Sides |
|---|---|---|
| Team Deathmatch, Capture the Flag, Domination, Conquest | 2 to 8 | 2 to 4 |
| Assault | 2 to 8 | exactly 2: the first side defends, the second attacks |
| Deathmatch, Zombies | exactly 2 | no alliances |
Allied teams keep their own name, colour, classes and kits, but for the round they are one side:
- One score. Everything any of them earns goes to the side, the score limit is reached by the side, and they win or lose together. The scoreboard and the banner show one column or bar per side; in an alliance each player's name is drawn in the colour of their own team. The side takes the colour of its first team.
-
No friendly fire between them unless the game type's
friendlyfireis on, and killing an ally costs a point just like killing a teammate. Allies see each other's name tags and count as friends for vehicle hits. - Shared objectives. Allies capture and hold points together instead of contesting them against each other, may return and capture flags for one another in CTF, and may pick up the items of each other's spawners.
- Balancing by side. Automatic balancing and the team menu compare the number of players on each side, not on each team. You can always move to another team of your own side; a player moved by the autobalancer joins the smallest team of the smaller side.
-
Spawns. Each team comes back at its own bases and at the capture points its
side holds. With
/teams alliedSpawns trueallied teams also use each other's bases. A team that was given no base of its own on the map always shares those of its allies, so an alliance can be played on a map with one headquarters per side.
With three or four sides, Domination and Conquest give the score to whichever side holds the most points, for each point it holds more than the next best side, and a Conquest point goes to the side with the most players on it at the pace of its lead over the second strongest. The objective banner then shows one bar per side filling up towards the score limit.
Everyone else is an opponent. A kill credited to you adds 1 personal point and one kill. Dying without another player receiving the kill, including suicide, subtracts 1 personal point. Automatic team balancing is disabled, and the scoreboard ranks players together rather than by side.
An enemy kill adds 1 personal point, one kill, and 1 team point. Friendly fire is off by default, but the server can enable it. A teammate kill subtracts 1 personal point from the killer and does not add a team point or a kill. Suicide or a death without a credited player killer subtracts 1 personal point from the victim. Ordinary deaths do not subtract team points.
Flags belong to the teams assigned to their flagpoles on the active map. They follow carriers visibly above their heads; they are not ordinary inventory items. Walking onto a flag does not take it: use right-click.
- Take an enemy flag: right-click its flag or flagpole. A flag without a carrier can be picked up at home or where it was dropped.
- Carry it back: return to a friendly flagpole. Your own flag must be home before you can capture.
- Capture: right-click your home flag or flagpole while carrying the enemy flag. The enemy flag returns to its pole and your team gains a point.
- Recover your flag: right-click a dropped friendly flag, or its flagpole, while nobody is carrying it. It immediately returns home. You cannot return a flag while an enemy is still carrying it.
If the carrier dies or leaves the server, their flag drops. Right-clicking the enemy flag you are carrying also drops it voluntarily. A dropped flag returns automatically after 30 seconds by default; the server can change the return delay. Before it returns, an enemy can pick it up again or a defender can return it immediately.
| Action | Personal score | Team score | Base Teams XP before the server multiplier |
|---|---|---|---|
| Take an enemy flag from its home pole | +3 | No change | None |
| Pick up an already dropped enemy flag | No change | No change | None |
| Return a dropped friendly flag | +2 | No change | +10 |
| Capture an enemy flag | +10 | +1 | +20 |
| Kill an enemy | +1 | +1 | Depends on the server's progression settings. |
CTF also uses Team Deathmatch's friendly-fire and death scoring rules. The team score limit counts both enemy kills and captures, so a CTF round can end through kills before either team captures a flag. Personal flag bonuses do not all become team points.
Flags and flagpoles cannot be destroyed through ordinary combat. Shooting a pole does not capture it or change its ownership. In the built-in modes, ownership is configured by the arena host; a neutral pole is not a capturable control point. Flags reset home when the next round starts.
This is an infection match between players. The round's first configured team is humans, and its second is zombies, whatever those teams are named by the content pack.
Humans have 30 seconds of preparation by default. At the outbreak, one random human is infected and respawns as a zombie. After the outbreak, any player death queues the victim onto the zombie side, including deaths from falls or suicide. Protect yourself from the environment as well as infected players.
Players joining through the team menu can choose humans before the outbreak and zombies afterward. If the zombie side becomes empty, the game periodically picks another human to infect. Zombies cannot pick up dropped items; their equipment comes from their spawn kit. The installed team, class, or loadout content determines what either side can use.
Humans aim to keep at least one survivor alive until time runs out. Zombies aim to leave no humans alive. The score limit is not the victory condition in this mode. The server can change preparation time and friendly fire.
Domination, Conquest and Assault are fought over capture points: flagpoles marked with a letter from A to E. Stand within a point's radius to work on it. The flag climbs the pole in the colour of the team taking it, and the objective banner at the top of the screen shows one square per point in the colour of its holder, with a bar underneath while a capture is in progress and a yellow border while both teams are on it.
A point held by the enemy first has to be brought down to neutral before it can be taken. A capture nobody is working on any more drains away again, and an attack the owners outlasted is repaired on its own. Players inside vehicles count like anyone else. Everyone standing on a point when their team takes it earns score and XP, and spawners connected to a capture point serve whichever team holds it.
Every point starts neutral. A point only moves while one team stands on it alone, and faster the more of them there are; a single enemy on the point freezes it. Once a second, the team holding more points gains one point of score for each point it holds more than the other side, and every enemy kill is worth five. The top bars show how far each team still is from losing: the score limit minus the enemy's score.
Players come back at any base their team owns, captured points included. Operators can tune captureticks (ticks one player needs for a neutral
point, default 400), ticketdraininterval, killticketvalue, friendlyfire and
autobalance with /teams admin setvariable.
Conquest uses the same scoring, but both teams may stand on a point: the side with more players makes progress at the pace of its advantage, and equal numbers hold the point still. A compass cue under the banner leads to the nearest neutral point, or failing that the nearest one the enemy holds.
When you die, the deployment map replaces the death screen. After the deployment delay you choose where to come back: your headquarters, or any point your team holds that has a player spawner. A point marked Under Attack can still be chosen. If the point is lost before you arrive you come back at headquarters. The Class button opens the class menu without leaving the map.
Variables: captureticks (default 500), ticketdraininterval, killticketvalue,
deploydelay (seconds, default 5), precaptureendpoints (start each team with the
point at its end of the line), friendlyfire and autobalance.
The first side of the round defends and the second attacks; either can be one team or an alliance. Every point starts in the defenders' hands and they are fought over one at a time, in letter order; the points further back cannot be touched until the one in front has fallen, and a point the attackers took stays taken.
The attackers have a limited number of reinforcements: the round's score limit, counted down by every attacker who dies. Taking an objective gives 25 of them back and restarts the clock at the stage time. The attackers win by taking the last objective. The defenders win when the attackers run out of reinforcements or of time. Defenders outnumbering the attackers on a point they still own restore it at once; a point that was brought down to neutral has to be retaken.
On the deployment map each side can choose its headquarters or the front line: the defenders the nearest objective they still hold, the attackers the last one they took. Attackers deploy at once. Defenders wait five seconds, plus two for every objective already lost. The banner shows the objectives the defenders still hold on one side and the attackers' remaining reinforcements on the other.
Variables: captureticks (default 500), reinforcements (given back per objective,
default 25), stagetime (minutes, default 12), defenderdeploydelay,
defenderdeploydelayperobjective, friendlyfire and autobalance.
When a round ends, the scoreboard says how it went for you — victory, defeat or a draw —
in the winning team's colour. A team definition can name the sounds its members hear
(VictorySound, DefeatSound), switch them off (HasVictorySound False) and
provide a flag skin (VictoryFlagTexture) that is shown beside the result and flown on
the capture points the team holds. The default sound names are victory, defeat and
draw. Where no loaded content pack provides them, a vanilla fanfare stands in for the
victory sound and the other two are silent.
Round scores, kills, and deaths reset for each new round. After a round finishes, the server can show these stages in order:
- The final scoreboard.
- Mission Results, when a ranked loadout pool is active, showing progression and rewards.
- A vote for the next round, when voting is enabled.
The server controls how long these stages last and can skip them. Without voting, the configured round rotation advances automatically.
A vote offers up to five configured rounds, each combining a map, mode, and teams.
Click an option or use /teams vote <number> with the displayed number. You can
change your vote before the timer ends; your latest choice counts. The option with
the most votes starts next. A tie, including no votes, favors the first displayed
option among those tied.
Teams progression is separate from Minecraft experience levels. Your Teams rank,
XP, lifetime kills, deaths, captures, and other progress persist between rounds.
Use /teams stats to see your record and /teams leaderboard to see up to ten
players ordered by total Teams XP.
Kills grant Teams XP. With a ranked pool, kill XP, killstreak bonuses, death XP, rank requirements, and maximum rank depend on that pool. Without one, ranks advance every 1,000 Teams XP. Flag saves and captures give the bonuses shown above. At round end, a highest-scoring player on each configured side receives an MVP award and 250 base XP. The server's XP multiplier applies to awards.
A ranked loadout pool provides up to five saved custom loadouts, with slots for Primary, Secondary, Special, Melee, and Armour. Different slots, items, and classes can require different ranks.
- Press U or run
/teams loadoutsto open the hub. - Click Edit under an unlocked loadout.
- Choose a slot and an unlocked item. Use the page arrows to browse more choices, Clear to empty a slot, and Done to return to the hub. Compatible attachments can be selected where the pool offers them.
- Use Play >>, choose your team, and select the loadout you want to spawn with.
Rank rewards can include reward boxes. The hub shows available box types and how many unopened boxes you own; Open is available when you have one. Opening a box unlocks a paintjob reward for a matching item. Apply owned paintjobs in the loadout editor, or select Default to restore the original appearance. Rewards are unlocks in your Teams record, rather than a supply of weapons dropped into your current inventory. Boxes, paintjobs, and rank rewards depend on the installed content and active pool.
This section is for server hosts and operators. The setup commands and operator stick require operator permission. A Teams map is a named arena in an existing dimension; creating one does not generate buildings or terrain. A round chooses that map, a game type, its teams and their alliances, a duration, and a score limit.
-
Build the arena in the dimension where it will be played.
-
Create a map there and get the construction kit:
/teams admin map add arena My Arena /teams admin kit -
Place at least one flagpole for each side. With the operator stick in Ownership mode, right-click a pole to open its settings. Name the base, choose the map, and assign Team 1 or Team 2. Closing the screen saves the choices. These labels mean the first and second team in a round, so the same arena can be reused with different factions. The arrows beside the team button step through Team 1 to Team 8 for rounds with more teams; a base whose team slot a round does not fill is simply unowned in that round. Allied teams do not each need a base: a team without one comes back at the bases of its allies.
-
Place player spawner plates at safe spawn positions. Switch the stick to Connecting and right-click one pole and one plate to link them, in either order. Repeat for each plate. Linked plates use their base's ownership and map.
-
Use
/teams list teamsto find the two playable team IDs, then add a round:/teams admin round add arena ctf <team1> vs <team2> 15 20 /teams admin enabled true /teams admin start 0Replace
<team1>and<team2>with the listed IDs. Further sides follow anothervs, and allied teams are joined with+and no spaces:us+uk vs germany+italyis two sides of two teams,red vs blue vs greenthree teams each for itself. The older spelling, one quoted comma-separated list such as"red,blue", is still read. This example creates a 15-minute CTF round with a team score limit of 20. Index0starts the first configured round; use/teams list roundsto find the correct index if rounds already exist. -
Join each side and check its spawn location, kit, and flag interactions before opening the arena to players.
Sneak-right-click in the air with the operator stick to cycle through Ownership, Connecting, Mapping, and Destruction. Mapping right-clicks on a base cycle through maps in your current dimension. Destruction right-clicks remove the selected team object; removing a base removes its flag and disconnects its spawner plates. The stick's tooltip shows its current mode.
The kit also contains item and vehicle spawner plates. Link them to a base with the Connecting mode. As an operator, right-click an item spawner with the stack you want it to produce, or a vehicle spawner with a driveable or AA-gun item. The held stack is copied as a template. Adding another template adds another output.
Right-click with an empty hand to increase the delay in 10-second steps, cycling from five minutes back to 10 seconds. The initial delay is 20 seconds. A spawner waits while an earlier output from that same plate is nearby, so move the vehicle away or collect the items before expecting a replacement. Item and vehicle spawners can continue operating outside a running round.
Items from an item spawner float in a small circle above the plate instead of falling. They cannot be destroyed and never despawn. While the plate's base is owned by a team in the current round, only players of that team can take them; an unowned plate's items are free for anyone.
The Teams Capture Point from the construction kit is placed like a block and can only be removed in Creative mode or with the operator stick in Destruction mode. With the stick in Ownership mode, right-click the foot of the pole to set its name, its letter (A to E, which is also the order the points are fought over in Assault), its capture radius in blocks, the team that owns it outside the objective modes, and its map. Connect player, item and vehicle spawners to it with the Connecting mode like to any other base; they follow whoever holds the point.
Each side still needs a flagpole base with at least one player spawner: that is its headquarters. Allied teams can each have their own, or share one. The rounds generator only picks the objective modes for maps that have a capture point.
/teams deploy opens the deployment map during a Conquest or Assault round. Operators
see an Edit button there: drag each spawn choice to where it belongs, drag the
corner handles to crop the background image, and press Save. The layout is stored
with the map. The background is textures/gui/deploy/<name>.png in the flansmod
namespace of any resource or content pack, chosen with
/teams admin map image <map> <name>; without one the map is drawn as a plain chart.
A map can have a playing area: /teams admin map bounds <map> <from> <to>, or
/teams addMapWithBounds <from> <to> <id> <name> when creating it. Players of a round
who leave it are warned for 20 seconds and then killed; spectators and Creative players
are left alone.
Use /teams admin arena for the arena preset or /teams admin survival for the
survival preset. The arena preset forces Adventure mode on round spawns, keeps
players fed, disables vehicle fuel use and explosion/vehicle terrain damage,
and changes equipment drop and cleanup rules. The survival preset restores fuel
use and terrain damage, allows ordinary hunger, and stops forcing Adventure mode.
Neither preset builds a map or creates a round for you.
Each rule the presets set can also be changed on its own, keeping the others:
/teams overrideHunger false
/teams weaponDrops smart
/teams armourDrops false
/teams vehicleLife 300
/teams alliedSpawns true
weaponDrops decides what a dying player leaves behind: on drops everything,
off drops no guns, vehicles, AA guns or bullets, and smart drops one bundle per
gun type that carries the dead player's matching ammunition. Walking over a bundle
with a compatible gun collects the ammunition; right-clicking it with a gun swaps
your gun and ammunition for the bundle's. armourDrops false keeps Flan's armour
from dropping. See Commands
for every rule.
Examples of individual settings:
/teams admin voting true
/teams admin setvariable friendlyfire false
/teams admin setvariable autobalance true
/teams admin setvariable flagtime 30
/teams admin setvariable scorelimit 50
Game-type variables apply to the current game type: autobalance is available in
TDM and CTF, flagtime in CTF, and humanpreptime in Zombies. The last two are
measured in seconds. friendlyfire is available in TDM, CTF, and Zombies.
scorelimit works with every game type and changes the limit of the round being
played. To choose which round comes next without starting it now, use
/teams setRound <index>.
For Zombies, place humans first and zombies second when adding the round.
To use ranked custom loadouts, find a pool with /teams list loadouts and select
it with /teams admin loadoutpool <id>. Use none to return to class starting
kits. See Commands for timing, rotation, rewards, and further
administration options, and Mod Config for broader server settings.
- The scoreboard says there is no round. A host must configure and start a round. Installing packs or placing flagpoles alone does not start a match.
- I cannot join that team. It may not participate in this round, joining it may unbalance the sides, or Zombies may restrict which side can be selected.
- My class or loadout is disabled. Check its rank requirement. The class must also belong to the selected team; custom equipment must be allowed by the pool.
- I changed my kit but still have the old weapon. Same-team changes take effect at the next spawn.
- The flag will not capture. Right-click your friendly flag or pole while carrying an enemy flag, and make sure your own flag is home. The bases must belong to the active map and have playable team owners.
- Players spawn at the pole or in the wrong place. Check the player plates' base links, the base's map and owner, and the order of the teams in the round. A team with no base of its own on the map uses those of its allies.
-
There is no ranked menu or reward box. Those features need a loaded,
selected loadout pool and suitable content.
/teams loadoutsreports when no pool is active.