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Game modes

PK Mode

PK Mode pits a defender against an attacker on gift scores, rotates players by result, tracks win streaks and can give a high-streak defender a revive.

PK Mode is a one-on-one contest between a defending anchor and an attacking anchor. Each round compares the gift scores of both sides; the winner holds the stage and the next challenger rotates in based on the result. Successful defenses build a win streak, and a defender with a high enough streak can get a revive phase after being beaten. It suits group streams where members take turns challenging and chasing streaks.

Rules

Who is on stage: the first anchor in Anchor Config is the defender, the second is the attacker, and the rest wait in line in order. During the stream you can rearrange them by dragging in the active area on Home.

Scoring: the Workbench has a set of gift cells for Defender and another for Attacker. A gift sent for one side adds its coin value to that side. Gifts that belong to neither side go to Unassigned Gifts, where you can assign them by hand; see Anchors and Gift Attribution.

Deciding the winner: when the round ends, the side with the higher score wins. Ticket adjustments made with Count ticket adjustments toward progress and round results turned on also count toward the result. On a tie, the tie rule at the top decides:

OptionOn a tie
Defender advantage (default)The defender wins
Attacker advantageThe attacker wins
Keep drawIt is a draw and nobody rotates

Win streak: if the defender wins, the streak goes up by 1; on a draw it stays the same; if the attacker wins, the defender's streak resets, and with auto rotation the attacker becomes the defender starting at a streak of 1. Whenever a different anchor takes the defender spot (including when you drag them in by hand), the new defender starts at 0.

Auto rotation: with Auto Rotate by Result on, the next round is set up from this round's result:

  • Defender wins: the defender stays, the attacker goes to the end of the waiting area, and the first anchor in the waiting area comes up to challenge.
  • Attacker wins: the attacker becomes the defender, the old defender goes to the end of the waiting area, and the first anchor in the waiting area comes up to challenge.

The rotation takes effect when you click Prepare or Start for the next round. With the switch off, the lineup stays as it is and only changes when you drag anchors.

Scoring method

The second dropdown at the top decides whose name each round's points are credited to, which affects the anchor leaderboard and reports. It does not affect who wins; the winner is always decided on the two sides' actual scores.

OptionHow each round's points are credited
By vote allocation (default)Each side keeps its own points
Split evenlyBoth sides' points are added up and split in half; an odd leftover point goes to the defender
All to defender (solo rotation)Both sides' points are added up and all go to the defender

All to defender (solo rotation) is for a format where one anchor performs alone and viewers decide whether they stay. Put an anchor that stands for "eliminate" in the second spot (the attacker spot) of Anchor Config. Simply create an anchor in the Anchor Library with a nickname only; the TikTok ID is optional. Gifts for the defender side then act as votes to keep, and gifts for the attacker side act as votes to eliminate. In this method the attacker spot never rotates: if the "eliminate" side wins, the first anchor in the waiting area takes over as defender and the old defender goes to the end of the line (if nobody is waiting, the old defender stays); if the defender wins or it is a draw, nobody rotates. A newly promoted defender starts at a streak of 0.

The scoring method is locked in when each round starts. Changing it after a round ends only affects later rounds.

Settings

Select a PK Mode config on Team Setup. The top row has two dropdowns, the tie rule (Defender advantage, Attacker advantage, Keep draw) and the scoring method. The Workbench on the right has three sections:

Appearance

SettingNotes
Widget StyleOpens Select Skin; see Widget and skins below
Display ElementsCurrent Round, Participant Count, Show scores, User Avatar, Left Avatar, Right Avatar, Anchor Name. Participant Count is the number of viewers who sent scoring gifts this round. User Avatar shows the top 3 gifters on each side and requires Single Gift Binding. The Simple style has no info bar, so Current Round and Participant Count are not shown
Win StreakTick it, then choose where it shows: In score bar, Defender side or Both. Positions the current style has no room for are greyed out
Show fixed namesOff: the widget shows the nicknames of the anchors on stage. On: it shows the fixed names typed into the header of each gift card

Gameplay Rules

This section is locked during a round (except Dark background).

SettingNotes
Countdown (min:sec)Length of each round, 3:00 by default. Turn off the switch on the right for no countdown; the round then has to be ended by hand
Dark backgroundAppears only when the countdown is on; adds a dark backing to the countdown on the widget
Auto-pause at 0sSee Auto pause at zero
Single Gift BindingSet one team gift for each side. After a viewer sends it, their other gifts count toward that side; sending the other side's team gift switches them over
Exclusive Gift FollowUses the exclusive gifts of the current defender and attacker as the team gifts and forces Single Gift Binding on. Both anchors need an exclusive gift first
Auto Rotate by ResultSee above; it is the same switch as Auto / Manual in the active area on Home
Defender / Attacker gift cellsUp to 9 gifts per side, and the same gift cannot be added twice. With Single Gift Binding only the first cell is used; with Exclusive Gift Follow you do not pick gifts by hand
Revive Config, Delay SettingsSee Revive phase

Widget Settings

These can be changed during a round. For Leaderboard Widget Settings and User Ranking Widget Settings, see Shared Mode Settings. For Effect Scene, see Effect scene widget.

During the stream

Before you can start: collection must be connected; both the defender and the attacker must be set (otherwise Set both the defender and attacker anchors before starting); and both sides need gifts (otherwise Give both the defender and attacker their target gifts first).

Operation Area: the header shows the round pill, this round's participant count and the Score visibility switch (see Showing or hiding scores). Below are the widget view, Streak ×N and the Prepare, Start and End buttons; see Game Modes Overview for how they work.

Editing the streak: click the number in Streak ×N to change the defender's streak directly. Up to 4 digits; press Enter to confirm or Esc to cancel. You cannot edit it before collection starts or while a revive is pending or running. If the session has not started yet, the value you enter takes effect after you click Prepare or Start.

Active Area: the defender and attacker cards plus the Waiting Area. Press and drag a card to swap defender and attacker, bring a waiting anchor on stage or send one back; the numbers in the waiting area are the queue order. Auto / Manual next to the title switches auto rotation. The active area is locked while a round is running.

Data: Data Overview on the right has three tabs. Round Data lets you pick a round and view PK Battle (both sides' gifts plus Unassigned Gifts; the pen button in a card header adjusts tickets) and User Leaderboard. Anchor Leaderboard shows each anchor's total, gift points, ticket adjustments and gap to the anchor above, with an Adjust button. User Overall ranks this session's gifters. Live Session Totals below sums up Defender Gifts, Attacker Gifts, Unassigned Gifts and Gift Users.

Revive phase

When a defender with a high streak gets beaten, you can give them one chance to come back: if they collect enough gift points within a time limit, the revive succeeds and they keep defending.

Turning it on: switch on Revive Config in the Workbench and set:

  • Required win streak for revive: the minimum streak before the defeat, 1–99, 10 by default.
  • Revive countdown (sec): 60 by default.
  • Delay Settings: up to 3 rules of the form "Achieve X %, delay Y sec". When the revive score reaches X% of the target, Y seconds are added to the countdown. Each rule fires once.

When it triggers: if the defender is beaten at the end of a round and their streak qualifies, Revive Settings opens automatically with Defender <name> lost with a <N> win streak — start the revive phase? Check the following and click Start Revive:

  • Countdown (sec): taken from the Workbench by default.
  • Revive Target Score: twice the attacker's score in this round by default. Click X2 to X5 to set it quickly, or type a number.
  • Continue win streak: ticked by default. If ticked, a successful revive keeps the old streak going; if not, the streak starts again from 0.
  • Delay Config: pre-filled from the Workbench delay settings; you can change it for this revive.

If you do not want a revive, click Cancel. You can reopen it later with the Revive button in the operation area. Starting the next round directly gives up this revive chance.

Running it: the operation area switches to the revive phase. Use Prepare → Start, with Pause and Resume along the way. Before it starts you can click Edit Config in the header to change the settings.

  • Every gift received during the revive counts toward the revive score, and reaching the target succeeds immediately. If the countdown reaches 0 without reaching the target, the revive fails.
  • The revive phase has its own Auto pause at zero switch, on by default in new configs: at 0 it does not fail yet, gifts keep counting and reaching the target still succeeds; click End to settle.
  • End can be clicked at any time and settles on the current score: success if the target is reached, failure otherwise.
  • The operation area lists each delay tier as "Bonus1: Reach … points, delay … seconds", with a tick once reached. Revive Records is at the bottom left; Ranking list and Gift Records are on the right.

Result: after a successful revive the defender stays and nobody rotates in the next round; after a failed revive the next round rotates by result as usual. When the revive is over, click Back in the header to return to the normal operation area, then click Prepare or Start for the next round.

Effect scene widget

Effect Scene under Widget Settings is a separate widget. Add it to OBS as its own browser source, layered over the PK Mode main widget. It is off by default; once switched on you can Copy Link and Preview. Click Settings to open two tabs:

  • Scene: choose an effect under In use:, or None. Use "PK bar below X % show scene effect LvN" to set the trigger: whichever side's share of the PK bar drops below that percentage shows the effect for that level. Some effects have 1 level and some have 3; with 3 levels each value must be smaller than the one before, and level 1 must be between 3% and 50%. Click Preview next to a level to see it. Min score threshold: hides the effect while either side's score is below the number you enter.
  • Divider: pick a divider style and use Top inset: and Bottom inset: (0%–49%) to trim its top and bottom ends.

Widget and skins

Copy the main widget link from Widget Link: in the bottom bar of Team Setup; see Widgets and OBS for adding it to OBS. The anchor leaderboard, user ranking and effect scene each have their own Copy Link button under Widget Settings in the Workbench.

Warning

Widget links contain an access credential. Do not share them publicly.

Click Widget Style to open Select Skin:

  • There are 8 skins: Classic, TikTok, Simple, Neon, Duel, Heartbeat, Energy and Arcade Fight 2. The last 5 carry a NEW tag.
  • The selected skin plays a live preview with demo data below. You can switch the preview background (Live view, Black, Transparent) and use Gift, Overtake and Big gift under Try effects to see the animations; Reset puts it back. Only the 5 NEW skins have the Overtake and Big gift animations.
  • Nothing changes until you click Apply <skin name>. During a round you can open the dialog to look, but you cannot apply.
  • Skins differ in which elements they can show. If the current win streak position does not fit the new skin, it moves to a position that does.

Notes

  • Right after a round ends and before the next one starts, reassigning gifts or adjusting tickets re-decides the winner on the new score, and the streak and revive eligibility follow. Once a revive has started, the result no longer changes. For older rounds, changing gift ownership only updates scores and reports; the original winner, streak and revive state stay as they were.
  • If you swap out the defender by hand, the new defender's streak starts at 0, and a revive chance that has opened but has not been started with Start Revive is withdrawn.
  • With Exclusive Gift Follow on, if an anchor who rotates in has no exclusive gift, you get Set exclusive gifts for both the defender and attacker anchors before continuing and the next round waits before starting. Add the exclusive gift and click Start again.
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