Every match in WolfTeam Legacy on Wolfory happens inside a player-run room. The Create Room window decides far more than the map: it sets the match length, the rank window, the trespass policy, the heavy weapon rules and whether strangers can walk in at all. This guide walks through every room setting the room master controls, what each option changes in the match, and the messages you will see when a setting blocks you.
The room master owns the options
Every room has one room master: the player who created the room, marked as Master in the slot list. Only the room master can open the rules window and change settings; everyone else sees a "for room masters only" message. A master can hand the role to someone else, and the game asks for confirmation before the authority moves. Settings change between rounds; while a mission is running the room is locked to its current rules, and formal match rooms do not accept option changes at all. One protected case is worth knowing: when a trainee-rank player is in the room, the game mode cannot be changed until they leave.
Title and password
A room needs a title before the client will create it, and unsuitable room titles are rejected. Leaving the password box empty creates an open room that anyone in the lobby can join. Typing a password locks the room: the lobby shows a lock marker, entry requires the password, and a wrong guess bounces you back with an invalid room password message. Password rooms are how squads run closed scrims, and the client's chat help lists a shortcut for them: /j with the room number and password jumps you straight in.
Match length: rounds, time and points
The rules window gives the master three caps: a round or win target, a time limit, and a points target. Whichever limit is reached first ends the match. Objective and elimination style modes play by rounds, so you will see counters like Round 3 of 5 and announcements when a team wins its first point. Deathmatch style modes score by kills or points, and the closing minutes are announced: a round ending in one minute, then twenty-five seconds, then ten. If a master tries to shrink the capacity below the number of players already inside, the change is refused.
Rank limits: who may enter
Two selectors set the rank window: an upper limit and a lower limit, each of which can also be set to No Limit. Pick an impossible window and the client asks you to select the rank again. This is not just a lobby filter: the game server itself checks the rank of everyone who tries to enter, and players outside the window are rejected with a rank restriction message. Leave both limits off and the room is open to every rank from the first Recruit to the top of the ladder. Channels can carry their own rank gates too; brand-new players are pointed at the Rookie channels, so a fresh account can always find a room it is allowed to enter.
Trespass: joining a match in progress
The trespass option decides whether players can enter after the match has started. In a trespass room, late arrivals queue up and drop in at the next round: the game holds them briefly and tells them entry is time-limited, and when a battle is almost over it refuses new entrants entirely. In a no-trespass room the door is shut at kickoff, and anyone trying to enter mid-match is told that trespassing is not allowed. No-trespass rooms also require both teams to hold an equal number of members, which is why they are the standard choice for competitive matches and Pride battles.
Heavy weapon rules
The heavy weapon setting has two useful positions. No Heavy Weapon makes the room launcher-free: the client asks players carrying launchers or other heavy artillery to remove them from their presets, both when the room is created and when they try to join, and a master who flips the switch mid-room cannot apply it while any participant still carries a heavy weapon. The capped position limits how many heavy weapons the room allows; during the match, a player who has reached the cap is told their limited heavy weapons are unusable, and the HUD shows whether a heavy weapon is available at all. Launcher-free rooms are the fastest way to force rifle-and-wits gunfights.
Capacity and the observer seat
Rooms hold up to eight players per team, sixteen in a full room, plus a single observer seat. Observers watch from a free camera, are exempt from idle penalties, but earn no GP or Gold for watching, and only one observer can attach to a running game. If you are setting up a clan night, remember the observer seat is the place for a streamer or a coach who should not influence the score.
Order in the room: ready checks, kick votes and idle timers
The master cannot start a match while players are still unready; the game checks room readiness and the readycheck command gives everyone a nudge. Kick votes need at least four players in the room, are limited to a few per round, always carry a reason, and a player who is voted out cannot return for fifteen seconds. The room master can also ban a disruptive player for a set time directly from the slot list, and the game offers a kick vote when a lagging connection spoils the match. Idle players are handled automatically: five minutes of inactivity in a room, or two minutes inside a battle, and the game removes you so the slot frees up.
A quick setup routine that keeps matches fair
A title that says what the room is; a password if you want a closed scrim; a round, time or points cap that matches the mode; a rank window that fits the crowd you want; trespass on for casual lobbies and off for matches; the heavy weapon policy settled before the first round, not during it; capacity to taste. Then run a ready check, wait for even teams and start. Real, fair matches are what pay Gold and GP on Wolfory, so leave the settings honest and play the match to the end.
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