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Game modes

Game Modes Overview

Which live scenario each of the five game modes fits, and how configs, the Workbench, the Home operation area and round controls work in every mode.

MCA Plus has five game modes: PK Mode, Multi PK, Free Mode, Solo Mode and Sticker Mode. You always use a mode through a config: one config = one game mode + one anchor lineup + all of that mode's settings. You can create several configs for the same mode, for example with different lineups or different gifts.

Choosing a mode

ModeWho is on stageHow it is decidedGood for
PK ModeTwo anchors, one defending and one attacking; the rest wait in lineEach round compares both sides' gift scores; the winner holds the stage and players rotate by resultMembers taking turns to challenge and build win streaks, with an optional revive phase
Multi PK3–5 anchors at the same timeEach round ranks anchors by gift score; the top N winSeveral anchors competing side by side
Free ModeOne anchor per roundEvery gift in the round goes to the anchor on stage; a target score is optionalAnchors taking turns to push their score
Solo ModeOne anchor per roundTwo sub-modes: Free Style intensifies the effects as the score rises; Stage Mode advances through 3 stage scoresSolo performances that build to a climax
Sticker ModeSeveral anchors on one screenEach anchor has their own gift cells on the widget; comes in Scoring Mode, Normal Mode and Team ModeShowcasing members and letting viewers pick sides with gifts

Settings shared by several modes (anchor leaderboard, user ranking, elimination line, auto pause at zero, showing or hiding scores, interactive votes) are covered in Shared Mode Settings.

Creating and managing configs

On the Team Setup tab, the Preset Configuration column on the left lists all your configs:

  • Click Add and pick a mode to create a config. New configs are named Config1, Config2 and so on. The mode is fixed when you create the config and cannot be changed later; to use another mode, create another config.
  • Rename it in the Config name box at the top (up to 30 characters).
  • Press and drag a config to reorder it. The config tabs on Home use the same order.
  • Hover over a config and click the × in its corner to delete it. Deleted configs cannot be restored. A config with a round in progress (including paused) cannot be deleted.
  • Configs are saved per live room. Switch to another room and you see that room's configs.

The Team Setup page: Anchor Config and Workbench

With a config selected, the page has three parts:

  • Top row: Config name, the mode name (read only), and the one or two rules that matter most for that mode, such as the tie rule and scoring method in PK Mode, the number of players in Multi PK, or the play type in Sticker Mode. The save status sits at the far right.
  • Anchor Config on the left: pick the anchors this config uses from the Anchor Library. See Anchors and Gift Attribution.
  • Workbench on the right: usually split into Appearance, Gameplay Rules and Widget Settings. A small teal dot next to a section title means Editable during a round; a lock icon means Locked during a round.

Every change saves automatically, and the top right shows Saved with the time. If saving fails it shows Save failed; click Retry. While a round is running, only the items marked with the teal dot can be changed.

Preview at the top right of the Workbench opens a phone-sized window that plays the widget with demo data. It does not affect your live room or the widgets in OBS.

The Home operation area

Everything you do during the stream happens on Home:

  • The row of tabs at the top are your configs; click one to switch. While collecting, the selected tab shows Collecting under its name.
  • The header of the Operation Area card shows a round pill with Round N and the current status: Ready, Running, Paused or Ended.
  • Data Overview and Live Session Totals show scores and gift details. What they contain depends on the mode; see each mode's page.

Switching configs: if the current session has not ended, switching to another config asks Wrap up the current mode and jump to <name>? Confirming ends the session. If both configs share anchors who already have points, you can tick Carry current scores into the next round: those points are added to the matching anchors as ticket adjustments once the first round of the new config starts. If you leave Home before clicking Start after switching, the carried points are discarded.

History: the History button at the top right of Home keeps the rankings of your latest 30 sessions. Pick one and click Load: its anchors are added to the current config, and their totals are added as ticket adjustments when the next round starts.

Rounds and sessions

  • Round (shown as Round N): one contest from Start to End.
  • Session: the run of consecutive rounds under one config. It opens automatically the first time you click Prepare or Start, and ends when you switch to another config on Home, stop collecting, or collection disconnects on its own after the host ends the live.
  • Gifts only count while a round is Running or Paused. Gifts received before a round starts or after it ends do not count toward the round's score.

Prepare, Start, Pause, End

There are three buttons at the bottom of the operation area. PK Mode, Multi PK, Free Mode and Solo Mode show Prepare, Start and End; Sticker Mode shows Start, Pause and End.

  1. Start collecting from the bottom bar first; see Connect Your Live Room. If you click Start before collection is connected, you get The collector is offline — start collecting first.
  2. Prepare (optional): pushes this round's lineup to the widget and puts it in the ready state. The countdown does not run and gifts do not count yet.
  3. Start: the round begins, the countdown runs and gifts start counting. During the round the button turns into Pause, and into Resume once paused. Pausing freezes the countdown, but gifts keep counting.
  4. End: the button turns into Undo 3 and counts down; the round only ends after 3 seconds. Click again during the countdown to undo. Gifts received in those 3 seconds count toward this round.
  5. After a round ends, click Start again (or Prepare first) to move on to the next round.

In modes with a countdown, the round ends automatically when the countdown reaches 0. With Auto pause at zero turned on, it stops at 0 and waits for you to end it; see Shared Mode Settings.

Tip

Stopping collection also ends the running round and the gameplay. Do not disconnect collection in the middle of a round.

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