Build history's greatest squad. Watch the future of warfare unfold.
EWSL Official Rule Book
How to Play
01 // The Premise
The greatest who ever lived. One battlefield.
It is the year 3000. Earth has detected hostile alien worlds and is preparing for a war it cannot afford to lose. To get ready, humanity has cloned the greatest individuals in history: athletes, commanders, fighters, and artists.
They compete in the Earth War Simulation League (EWSL), a series of hyperrealistic, non-lethal war simulations. Thirty franchises battle to discover which combinations of talent and strategy win. Every match is data for Earth's defense. You run one franchise.
02 // The Teams
1 General. 8 Specialists. 91 Units.
Each side takes the field with one General, eight Specialists, and 91 units: the rank-and-file force that fights, holds ground, and falls.
2 Bruisers Elimination, zone defense, assaults
2 Runners Deliver payloads to capture zones
2 Cannons Launch payloads to blast units or set up Runners
Your roster holds 12: nine starters plus a backup Cannon, Runner, and Bruiser. Every player has a natural position. A few rare stars can flex into others; everyone else struggles out of position.
03 // Winning
Three ways to win.
Elimination Wipe out every one of your opponent's units.
Control Hold zones to earn points. First to 500 wins.
Time If neither happens in 30 minutes, the team leading on zone points wins.
Most matches are decided by Control, but a dominant fighting force can end things early, and a tight defensive game can go the distance.
04 // Zone Control
Launch. Catch. Deliver.
Launch Cannons fire payloads across the map, at enemy units or toward their own Runners.
Impact A payload that is not caught by a Runner detonates on landing, damaging everything in its blast radius.
Live ball After landing, anyone can pick a payload up. It stays live until a delivery is made.
Delivery Only Runners can handle a payload inside a zone and complete a delivery. Cannon shots cannot be legally caught inside a zone.
Dismantle Runners can intercept shots and pull payloads out of enemy zones. A dismantled payload must be returned to a Cannon, by any player, before it is live again.
05 // Position
General
The coach on the field. Generals lead the team through strategy. They read the battlefield, make quick decisions, and keep the squad executing under pressure.
Key ratings: Tactical IQ // Leadership // Awareness // Composure
06 // Position
Bruiser
Boots on the ground. Bruisers lead the elimination work. They deal damage to opposing forces, defend zones, and lead attacks to clear a zone or pull the enemy away from one.
Key ratings: Strength // Resilience // Defense // Power
07 // Position
Runner
The scorers. Runners capture zones by delivering payloads into them. They can intercept enemy Cannon shots and dismantle payloads from enemy-held zones.
Artillery and playmaking. Cannons launch payloads to clear out hordes of units, or line up their Runners for a zone run. Any teammate can help reposition a Cannon, but a great Cannon can line up a shot from almost anywhere on the map.
Key ratings: Precision // Range // Power // Composure
09 // Position
Visual Signaler
Eyes of the team. Visual Signalers relay the General's orders and uncover battlefield intel: enemy locations, Cannon trajectories, and more. The best can disguise their signal as the opponent's, creating a convincing decoy.
Key ratings: Visual Signal // Creativity // Awareness // Coordination
10 // Position
Sonic Signaler
Voice of the team. Sonic Signalers carry orders and intel through sound, keeping the squad coordinated when sight lines break down. They can also fake an enemy signal to send the opponent chasing a decoy.
Key ratings: Sonic Signal // Coordination // Creativity // Composure
11 // Your Role
You run the front office.
Draft Build a 12-player roster from all of history in a snake draft.
Prepare Before each match, study the opponent and set formation, tempo, objective focus, and risk.
Compete Once the match starts, your squad plays on its own. Watch it live or quick sim.
Season Sixteen weeks, then playoffs. Six teams per conference qualify.
Offseason Players' form rises or falls with performance. Protect six players, then rebuild through the renewal draft.
EWSL Franchise Authorization
Choose Your Command
30 franchises // mixed field
Season 08 // Personnel
Free Agents
Transactions0 / 4
Active Contract
Chicago Wind
12 players
Available Pool
Free Agents
Season 08 // League Office
Schedule
Chicago Wind2–1Americas Conference
Regular Season
16-Game Slate
Week 4 of 16
League Table
Conference Standings
Top six qualify
Season 08 // Postseason
Road to the Final
Current RoundWild Card
Season 01 // Honors Office
Season Awards
Regular Season
Season 01 // Form Report
Season Progression
Postseason complete
Player Development
Team Progression
12 players
Season 08 // Roster Renewal
Protect Your Core
Protection Phase0 / 6
Current Roster
Select Six Players
12 rostered
League Archive // Season 08
Records Office
Active Season080 league games
Season 08
Player Statistics
Week 01 // Pre-Match
Strategy Room
OpponentBerlin UnionCivic Rotunda // Neutral
Active Nine
Chicago Wind
91 OVR
Reserves
Week 01 // ExhibitionChicago Wind vs Berlin Union
Clock Rate
CHI0Wind
Control // First to 50030:00Simulation ready
0BERUnion
Biome 04 // Civic Rotunda
Live Tactical Field
HomeAwaySquad units
AlphaNeutral
BravoNeutral
CharlieNeutral
DeltaNeutral
EchoNeutral
Chicago units100
Berlin units100
Performance Desk
Player Box Score
Player
Role
RTG
ELIM
AST
CAP
DEF
INT
Carry
Coverage
Contribution
Franchise Archive
Load Game
Local Franchises0 saves
Orientation Film // ESAC-01
Earth Standard Year 3000
Earth is going to war. History is reporting for duty.
Earth has detected hostile alien worlds. To prepare for a war it cannot afford to lose, humanity has cloned the greatest individuals who ever lived and sent them into battle, in simulation.
Briefing 01 // The EWSL
Brady, LeBron, and Mozart on the same playing field
Athletes, commanders, fighters, and artists compete in the Earth War Simulation League: hyperrealistic, non-lethal war simulations. Thirty franchises fight to discover which combinations of talent and strategy win. Every match is data for Earth's defense.
You run one franchise.
Briefing 02 // The Battlefield
1 General. 8 Specialists. 91 Units.
General Calls the strategy and leads the team.
2 Bruisers Eliminate enemies, defend zones, lead assaults.
2 Runners Deliver payloads into zones to capture them.
2 Cannons Launch payloads to blast units or set up Runners.
Visual + Sonic Signalers Relay orders, uncover intel, send decoys.
3 Reserves A backup Cannon, Runner, and Bruiser.
Briefing 03 // Victory
Three ways to win
Elimination Wipe out all enemy units.
Control Hold zones. First to 500 points.
Time Lead on zone points after 30 minutes.
Briefing 04 // Your Job
Build it. Plan it. Watch it.
Draft twelve players from all of history. Before each match, set your formation, tempo, objective focus, and risk. Then your squad fights on its own. Win the season, survive the playoffs, and rebuild in the offseason.
Your EWSL franchise has been authorized.Draft well. Earth is watching.