A game is worth 23
Every qualifying game you play is rated out of 23, and it is made of three things.
- The result, up to 3. A win is 3. Losing by a single stronghold is 1. Any other loss is nothing.
- The time you put in, up to 10. Nothing at all below 30 minutes, then climbing to the full 10 at 90 minutes.
- Your performance, up to 10. Combat, Offence, Defence and Support, taken together.
Kills, deaths and K/D are shown on the tables and are never scored. You cannot farm your way up this league.
Only your best game each week counts
Play once in a week or play ten times and one game scores: your best one. Turning up more often cannot inflate your score, so nobody is punished for having a life.
"Best" means the game you performed best in, across the four pillars, and not the one with the highest total. The result and the minutes come with that game rather than choosing it. So a commanding loss is not pushed aside by a scrappy win, and the game that represents your week is the one you actually played best.
The table is an average week, not a total
Your league score is every counted week added up and divided by the number of weeks the season has run. A week you sit out counts zero.
That keeps the table on the same 0 to 23 scale as a single game, so the week's best scores and the league table can be read side by side and mean the same thing. A running total could not be: it would only ever climb, and it could not be compared with anything.
This season runs 10 weeks. Sitting one out takes nothing off you, but everybody who played gains on you.
What each column means
- WKS - the weeks you had a counted game. Your score is divided by the weeks the season has run, so this is the number that moves you.
- GP - qualifying games you played. Usually higher than WKS, because only one game a week counts.
- W and L - your record across every game you played, not only the counted one. That is why they need not add up to WKS.
- CL - close losses among your counted games. These are not points. They exist only to separate two players who are level on score.
- KILLS, DEATHS, K/D - shown because people want to see them. Never scored.
- SCORE - your average week this season, out of 23.
What makes a game qualify
- Enough players. IFL Vietnam needs 20, IFL Classic needs 20 ranked players before a match counts for anybody. A quiet seeding lobby is not a league fixture.
- 30 minutes. Join late or leave early and the game does not count for you, even though it counts for everyone who stayed.
- Your game ID registered. Matches you played before registering are picked up afterwards, so nothing you earned is lost because the paperwork was late.
Both codes are scored the same way
Your performance is the four pillars added together, measured against a fixed ceiling of 4000 — that is an average of 1000 across the four. Reach 4000 in total and you have the full 10. The number is published here precisely so you can check your own score by hand.
Your strongest pillar can earn at most half of those 10 points — 2000 of the 4000. The other half has to come from somewhere else. Without that limit 4000 in one pillar and nothing in the other three was a perfect performance, so a player who never went near an objective could score the maximum.
A big score in one area still scores well; it simply cannot carry the whole 10 on its own. This applies to games played from 31 October 2026 at 12:00 UTC onwards, and every score earned before that moment stands exactly as it was. Measured against every game ever played in the league, four in a hundred would have scored differently.
It is deliberately not measured against the other people in your lobby. Ranking you against whoever happened to be on the server ranks you against strangers rather than against the league, and on a public server almost everyone in your match is not in the league at all. A fixed ceiling reads the same on a quiet Tuesday as on a packed Friday.
Classic and Vietnam use this identical rule — the same ceiling, the same 23 points. Measured across both codes a good game looks the same in either, which is why there is no separate Classic scale to learn.
They remain different codes, like rugby union and rugby league, and are never ranked against one another: separate competitions, separate records, separate tables, one identity.
Divisions, the pool, and moving between them
Five divisions of twenty, Premier down to Division Four, and a Challenger Pool holding everybody else. All twenty seats are listed from the first day of a season, with zeros against the people who have not played yet.
At the end of a season the bottom 4 of each division go down and the top 4 of the division below come up, with the Challenger Pool as the bottom rung.
Play nothing and you go to the Challenger Pool. Not one qualifying game in a whole season and your seat goes back, however high the division. A seat is held by playing, not by having held it last season. Going up and coming down are then settled among the people who did play, so an empty seat never keeps anybody else down.