Team Clash · growth_teamclash_20261008

Your guns can't hurt your team. Your hull can.

Team Clash splits the arena into two teams and the highest team score when time runs out wins. Friendly fire is disabled: your shots pass through teammates and through their hexagons. Ramming is the exception, because a collision with a teammate still damages you both. Here is how the rules play out. Free in the browser. Steam Coming Soon (app 4296990), wishlist toward 10K+.

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The Team Clash rulebook

RuleWhat the game does
Sides2 teams. Your side is drawn green, the enemy red
WinHighest team score when time runs out
Your shots vs teammatesFriendly fire is off. Bullets and lasers pass straight through them
Your shots vs their hexesPass through. Teammates' hexagons never stop your fire
Enemy hexesBlock movement and projectiles
Ramming a teammateStill hurts you both. Collisions deal damage, award no points, and a ram death costs the most energy on respawn

In short: your guns can't hurt your team, but your hull can. Shoot through the crowd, steer around it.

What changes when you have a team

Fire

1. Shoot through the scrum

Your shots ignore teammates, so a teammate crossing your line of fire costs you nothing. Keep shooting into a mixed fight and only enemies take the hits. See dogfight.

Cover

2. Your team's hexes are your cover

Friendly ships and bullets pass through your team's hexagons, while enemy hexes block movement and projectiles. So the hexes your side builds stop enemy fire but never yours. See hex.

Hull

3. Do not body-check your wing

Ramming is the one way to hurt a teammate. A ship-to-ship ram damages both pilots, pays zero points, and a pilot killed in a ram respawns with only 40% energy, against 80% after being shot down. See respawn.

Bounty

4. Crowns are for the other side

The standings leader carries a bounty of ⬡100 per rank. In team modes it is never paid to the leader's own team, so the crown worth chasing is on an enemy. See bounty.

Team tools already in the game

Keep your pilot

Pair it with