July Patch Notes (07/16/2026): Automatic Point Tracking, Mod Tools, and Game History Are Here
If you play with a persistent point budget, you've probably felt the friction this update removes: tallying points by hand after every battle, and having no real limit on how much territory you could grab. This is the biggest system update since Conqueror mode — automatic scoring, a real point economy behind every conquest, moderator tools for the table, and a full history of how your war unfolded.
Points now calculate themselves
Add a battle the way you always have, but skip the mental math. Each participant row now has an Eliminated By dropdown — pick who took them out, pick everyone's placement, and points fill in automatically using your game's win and elimination weights. Win a game and eliminate two players along the way, and the form does the arithmetic for you the moment you set placements and eliminations.
You can still type over any calculated value by hand — the auto-fill is a starting point, not a cage. A small auto label shows which rows are still calculated live; touch the Points field and that row switches to manual until you reset it.
Eliminations are also tracked as real, structured data now instead of a free-text note, so player stats finally show an Elims column alongside wins, points, and average placement.
Territories cost points — and now that budget is real
This is the headline change: conquering a territory now costs 1 point, spent permanently from the points you've earned in battle (plus any starting points — more below). Freeing or losing a territory doesn't refund it. If you're out of unspent points, the map simply won't let you conquer until you win another battle.
You'll see your unspent total in two places:
- The Map Stats panel in the sidebar, right on the map page
- Next to the Conquer button itself, so you always know the cost before you click
This closes the loop the point system always needed: points aren't just a leaderboard number anymore, they're the currency that drives the war.
Starting points, so turn one isn't a dead stop
New games now grant every player a starting point budget before anyone's played a single battle — 1 point per commander in Standard mode, or 1 point per team in Conqueror mode by default. That means you can stake an opening claim on the map immediately instead of waiting for your first win. Starting points are configured per game (see below) and apply live — change the setting on an existing game and everyone's budget updates instantly, no restart required.
Point weights and starting points, tucked into Advanced Settings
Win points, elimination points, and starting points are all configurable — and now they live in one place. When creating a game, expand Advanced Settings to set:
- Point Weights — how many points a game win is worth, and how many points each elimination is worth (defaults: 1 and 1)
- Starting Points — the amount granted at game start, and whether it's calculated per commander or per team
Hosts can adjust both later too, from Edit Game Settings in the waiting room, at any point in the game's life.
Mod tools for the whole table
Mistakes happen — a misclick, a battle logged wrong, a territory that needs to move to the right owner. Rather than making everyone route corrections through an admin, hosts can now promote any player to Mod for their game (from the waiting room's player list, or the map's mod panel).
Mods get access to a dedicated Mod Tools menu — the gear icon in the top-right corner of the map, right next to Search Map. From there:
- Toggle Mod Mode to reassign or free territories with the spent point automatically refunded to the previous owner, bypassing the normal budget check
- Manually adjust any player's spent-points counter if the numbers ever drift
- Grant or revoke mod status for other players (host and site admins only)
Mod Mode clearly marks itself active with a banner above the map, so nobody mistakes a correction pass for normal play.
Game History: replay the whole war
There's a new History tab in the main navigation for every active game. It has two parts:
- Map Playback — scrub through a timeline of map snapshots, automatically captured after every battle, to watch territory change hands over the course of the season. A "Current map" frame at the end always reflects the live state.
- Timeline — every battle and every territory conquest or forfeit, merged into one chronological feed, grouped by day.
Snapshots are lightweight and capped per game, so this doesn't bloat your game's storage — just enough history to tell the story of how the map actually happened.
Picking a finished game back up
Completed games are no longer a dead end. From the Lobby, a completed game now shows a Review Game button that reopens it — read-only, exactly as it ended — so you can revisit the final map, check standings, or dig through its History page whenever you want. The map page itself now shows a results banner for finished games with the winner and final standings front and center.
A demo that actually shows off Conqueror mode
The live demo got an overhaul too. Toggling to Conqueror mode used to just relabel the same three players — now it's a genuinely different sample game: four teams, eight players, its own battle history, territory captures, and activity feed. If you've been wondering what Conqueror mode actually looks like at the table, this is the fastest way to see it without creating an account.
Where to find everything
- Battle form → Eliminated By dropdown + auto-calculated points, on the Map page
- Unspent points → Map Stats panel and next to the Conquer button
- Point weights & starting points → Advanced Settings when creating a game, or Edit Game Settings afterward
- Mod Tools → gear icon, top-right of the map
- Game History → History tab in the nav bar
- Finished games → Review Game button in the Lobby
As always, this is free and there's nothing to install — jump into your game and the new tools are already there waiting.
Ready to start your playgroup's war?
Commander Royale is free. Bring your decks — the map is waiting.
Start Playing