Scoreboard

From Minecraft Wiki
Jump to: navigation, search
A screenshot of a scoreboard on the right side of the screen.

The scoreboard system is a complex gameplay mechanic utilized through commands. Mainly intended for mapmakers and server operators, scoreboards are used to track, set, and list the scores of entities in a myriad of different ways.

Objectives[edit]

Objectives each have three main parameters: A name, a criterion, and a display name. Objectives track a number of points for entities, and are displayed as integers with a full score range of -2,147,483,648 to 2,147,483,647.

An objective's name is used internally for referencing in commands, target arguments, and the file format. It enforces the 16-character name length limit in commands. In Java Edition, the allowed character set for it includes all lowercase and uppercase letters, numbers, underscore, period, minus and plus. In Bedrock Edition, it can contain any character.

An objective's display name is a raw JSON text and is displayed publicly in various situations. It does not have to be unique.

An objective's criterion determines its behavior—primarily what to track. Lists of valid criteria are provided below.

An entity's score in any objective can be changed via commands unless it's read-only. It can be increased by, decreased by, or set to a given amount. Player statistics are stored separately, and as they update, scores in these objectives are updated in parallel.

A score holder is a player's name or an entity's UUID that has scores in an objective. Scores of non-player entities can be changed only by commands, and not by game events. Unlike players, when a non player entity dies, its scores are deleted.

Commands can check entity scores by using target selection with the scores argument (syntaxed @e[scores={name=min..max}]. This argument uses <name> to specify the internal name of the tested-for objective.

For example, inputting /execute if entity @a[scores={deaths=1..}] into a command block triggers a comparator or conditional command block if any player has died at least once, assuming "deaths" is an objective of the "deathCount" criterion.

Criteria[edit]

In Java Edition[edit]

Single criteria[edit]

These criteria's names consist of a single alphabetical string.

Criterion name Description Can be modified
dummy Score is only changed by commands, and not by game events such as death. This is useful for event flags, state mappings, currencies,... Yes
trigger Score is only changed by commands, and not by game events such as death. The /trigger command can be used by a player to set or increment/decrement their own score in an objective with this criterion. The /trigger command fails if the objective has not been "enabled" for the player using it, and the objective is disabled for the player after using the /trigger command on it. Note that the /trigger command can be used by ordinary players even if Cheats are off and they are not an Operator. This is useful for player input via /tellraw interfaces. Yes
deathCount Score increments automatically for a player when they die. Yes
playerKillCount Score increments automatically for a player when they kill another player. Yes
totalKillCount Score increments automatically for a player when they kill another player or a mob. Yes
health Ranges from 0 to 20 on a normal player; represents the amount of half-hearts the player has. May appear as 0 for players before their health has changed for the first time. Extra hearts and absorption hearts also count to the health score, meaning that with Attributes/Modifiers or the Health Boost or Absorption status effects, health can far surpass 20. No
xp Matches the total amount of experience the player has collected since their last death (or in other words, their score). No
level Matches the current experience level of the player. No
food Ranges from 0 to 20; represents the amount of hunger points the player has. May appear as 0 for players before their foodLevel has changed for the first time. No
air Ranges from 0 to 300; represents the amount of air the player has left from swimming under water, matches the air nbt tag of the player. No
armor Ranges from 0 to 20; represents the amount of armor points the player has. May appear as 0 for players before their armor has changed for the first time. No
Compound criteria[edit]

Compound criteria's names are divided into parts, delimited with periods (.). For example, minecraft.killed_by:minecraft.zombie is a valid compound criterion, under which player scores would increment whenever they're killed by zombie.[1]

Any statistic can be used as a compound criterion whose name is its namespaced ID.

In addition, there are some other compound criteria:

Criteria base name Description Number of sub-criteria
teamkill. Sub-criteria include team colors. Player scores increment when a player kills a member of the given colored team.

These criteria follow the complete format teamkill.<team>, where <team> is a color from the list:

16
killedByTeam. Sub-criteria include team colors. Player scores increment when a player has been killed by a member of the given colored team.

These criteria follow the complete format killedByTeam.<team>, where <team> is a color from the list:

16

All objectives based on compound criteria can be modified with commands.

In Bedrock Edition[edit]

Currently, dummy is the only criterion supported. As such, score can only be changed by commands.

Display slots[edit]

An objective with two points to the player is displayed in the "list" slot, while an objective with the display name "Quest Points" with 0 points to the player is displayed in the "sidebar" slot.

Via the /scoreboard objectives setdisplay command (see command reference), players' scores in specific objectives can be displayed in certain 'slots' in-game. Each 'display slot' can show one objective at a time, and multiple 'display slots' may be used for the same or different objectives.

Slot Description
list Displays a yellow number without a heading on the tab menu, where online players are shown.‌[Java Edition only]

Displays a white number without a heading on the Pause Menu, where online players are shown.‌[Bedrock Edition only]

Visible even in singleplayer.

sidebar Shows on the right hand side of the screen. Shows up to 15 entities with the highest score of that objective with a heading labeled with the objective's <DisplayName>. Note that players are shown even if offline, and untracked players are not be shown. In addition, fake players with names starting with a # do not show up in the sidebar under any circumstances.
sidebar.team.<color> ‌[Java Edition only] There are 16 team-specific sidebar display slots. These operate the same as the standard sidebar slot, but only display to players who are on teams which use the specified color (for example, "sidebar.team.green" displays to players on "green" teams). Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white".
belowName Shows the <Score> followed by the objective's <DisplayName> below the player's nametag above their head. This is hidden beyond ~10 blocks and when the player is sneaking. Not visible in singleplayer.

Tags[edit]

Scoreboard tags are a simple list of single-word strings stored directly in the  Tags data tag of an entity. As with objectives, tags are case-sensitive.

Target selectors can be used to check whether an entity has a tag with the "tag" argument; the '!' character can be placed before a name to check for entities that do not have the tag. For example, inputting /execute if entity @a[tag=banana] into a command block provides comparator output if a player is tagged with "banana". Similarly, /execute if entity @a[tag=!banana] provides output for players who are not tagged "banana".

To test for multiple tags, use the data tag  Tags. For example, /execute if entity @a[tag=banana,tag=apple] checks for a player that has both the "apple" and "banana" tags.

Teams[edit]

Information icon.svg
This feature is exclusive to Java Edition.

Teams consist of a name, a display name, a member name prefix, a member name suffix, a boolean allow friendly fire option, and a list of players who are on the team.

A team's Name is used internally for reference in commands, target arguments, and the file format. It is a single, case-sensitive word.

A team's DisplayName is a JSON text component of one or more case-sensitive word, and is displayed publicly in various situations.

A team's MemberNamePrefix & MemberNameSuffix are inserted before and after the names of players on the team, respectively. Prefixes and suffixes are used in the chat, the active players list, the sidebar, and above team members' heads. These can be edited with respective commands.

The AllowFriendlyFire option controls whether or not members of a team are able to damage each other. This defaults to true, leaving PvP mechanics unchanged—ergo, players can harm their teammates. When set to false, however, players on the same team are prevented from directly damaging each other with melee attacks, bows, and Splash Potions of Harming. Note that players on the same team may still inflict negative status effects on each other with potions, even if <AllowFriendlyFire> is false.

It is important to note that each individual team member can only be on one team; teams cannot share entities.

Commands can be used to check whether team members exist by using target selection with the "team" argument. (The '!' character may be placed before a name to check for entities not on a team.) For example, inputting /execute if entity @a[team=red] into a command block provides comparator output if any player exists on the red team. Conversely, /execute if entity @a[team=!red] provides output when there are no players on the red team. /execute if entity @a[team=!] allows output when any player is on at least one team, and /execute if entity @a[team=] allows output when no players are on any teams.

Command reference[edit]

Objectives commands[edit]

Command Description Result
scoreboard objectives list List all existing objectives with their display names and criteria. Always succeeds in Java Edition. Fails if there's no objective in Bedrock Edition.
scoreboard objectives add <objective> <criteria> [<displayName>]‌[Java Edition only]
scoreboard objectives add <objective: string> dummy [displayName: string]‌[Bedrock Edition only]
Create a new objective with the given internal objective name, specified criterion, and the optional display name. <objective> must be a plain text at most 16 characters; in Bedrock Edition, it can also be a double quoted text. <criterion> must be a valid criterion type. <displayName> must be a JSON text component, defaulting to <objective> when unspecified; in Bedrock Edition, it can also be a plain text that isn't a number. All three arguments are case-sensitive. In Bedrock Edition, "dummy" is the only criterion currently supported. See above section for more on these arguments. Fails if <objective> already exists.
scoreboard objectives remove <objective>‌[Java Edition only]
scoreboard objectives remove <objective: string>‌[Bedrock Edition only]
Delete all references to the named objective in the scoreboard system. Data is deleted from the objectives list and entity scores, and if it was on a display list it is no longer displayed. Fails if <objective> doesn't exists.
scoreboard objectives setdisplay <slot > [<objective ]‌[Java Edition only]
scoreboard objectives setdisplay <list |sidebar> [objective: string] [ascending|descending]‌[Bedrock Edition only]
scoreboard objectives setdisplay belowname [objective: string]‌[Bedrock Edition only]
Display score info for the objective in the given slot. Valid slots are listed and described in Display Slots. In Bedrock Edition, if slot is list or sidebar, there is an additional optional argument ascending|descending to specify the sort order. Note that the objective parameter is optional; if no objective is provided, this display slot is cleared (returned to its default state). Fails if <objective> does not exist (if specified). Note that clearing an empty slot still succeeds.
scoreboard objectives modify <objective> displayname <displayName> ‌[Java Edition only] Change the display name of the scoreboard in display slots. <displayName> must be a JSON text component. Fails if <objective> does not exist.
scoreboard objectives modify <objective> rendertype (hearts|integer) ‌[Java Edition only] Change the display format of health bars. Fails if <objective> does not exist.

Players commands[edit]

Command Description Result
scoreboard players list [<target>]‌[Java Edition only]
scoreboard players list [playername: target]‌[Bedrock Edition only]
Lists all entities which are tracked in some way by the scoreboard system. The optional <target> parameter is used to list the scores of a particular entity. And in Bedrock Edition an asterisk (*) in place of playername: target displays all scores for the targets tracked by the scoreboard system; in Java Edition, * doesn't work because of a bug[citation needed]. Fails if uses * in Java Edition.
Fails if playername: target hasn't have recorded scores (if specified), or if there is no tracked entity on the scoreboard (if playername: target isn't specified).in Bedrock Edition.
scoreboard players get <target> <objective> ‌[Java Edition only] Return the scoreboard value. Can be used in conjunction with the /execute command: /execute store result ...run scoreboard players get ... Fails if an asterisk (*) is in place of <target> because of a bug[citation needed]. Fails if <objective> does not exist.
scoreboard players set <targets> <objective> <score>‌[Java Edition only]
scoreboard players set <player: targets> <objective: string> <count: int>‌[Bedrock Edition only]
Set the target's/targets' score(s) in the given objective, overwriting any previous score. An asterisk (*) may be used in place of <targets> to represent every target tracked by the scoreboard. <score> must be between -2,147,483,648 and 2,147,483,647 (inclusive). Fails if <objective> does not exist or it is read-only.
scoreboard players add <targets> <objective> <score>‌[Java Edition only]
scoreboard players add <player: targets> <objective: string> <count: int>‌[Bedrock Edition only]
Increments the target's/targets' score(s) in that objective by the given amount. An asterisk (*) can replace <targets> to represent all entities tracked by the scoreboard. <score> must be between -2,147,483,648 and 2,147,483,647 (inclusive).
scoreboard players remove <targets> <objective> <score>‌[Java Edition only]
scoreboard players remove <player: targets> <objective: string> <count: int>‌[Bedrock Edition only]
Decrements the target's/targets' score(s) in that objective by the given amount. An asterisk (*) can replace <target> to represent all entities tracked by the scoreboard. <score> must be between -2,147,483,648 and 2,147,483,647 (inclusive).
scoreboard players random <player: target> <objective: string> <min: int> <max: int> ‌[Bedrock Edition only] Sets the target's/targets' score(s) in that objective to a random number between min and max, both including. And both min: int and max: int are between -2,147,483,648 and 2,147,483,647 (inclusive). Fails if objective: string does not exist, or if <min> is greater than <max>.
scoreboard players reset <targets> [<objective>]‌[Java Edition only]
scoreboard players reset <player: target> [objective: string]‌[Bedrock Edition only]
Deletes score or all scores for the target. If <objective> is specified, then only that objective is cleared. Otherwise, this applies to all objectives. Note that this does not merely set the score(s) to 0: it removes the entity from the scoreboard altogether (or for the given objective). An asterisk (*) can replace <target> to represent all entities tracked by the scoreboard. This will also disable the target player(s) ability to use /trigger command on the specified objective‌[Java Edition only]. Always succeeds, even on entities who are not on the scoreboard.
scoreboard players test <player: target> <objective: string> <min: wildcard int> [<max: wildcard int>] ‌[Bedrock Edition only] Tests if target's/targets' score(s) is/are within min: wildcard int and max: wildcard int (Default MAX_INT(2,147,483,647)). min: wildcard int can be replaced with asterisk (*) to represent MIN_INT(-2,147,483,648), and max: wildcard int can be replaced with asterisk (*) to represent MAX_INT(2,147,483,647). Succeeds if target's/targets' score is in the range specified by min: wildcard int and max: wildcard int.
scoreboard players enable <targets> <objective> ‌[Java Edition only] Enables the target player(s) to use the /trigger command on the specified objective. This command accepts all entities, but only players are able to actually use the /trigger command. Until this has been done, players that attempt to /trigger that objective fail. Using the /trigger command disables it again. An asterisk (*) may be used to represent all entities tracked by the scoreboard. Fails if <objective> is not an objective of the trigger criteria.
scoreboard players operation <targets> <targetObjective> <operation> <source> <sourceObjective>‌[Java Edition only]
scoreboard players operation <player: target> <targetObjective: string> <operation: operator> <selector: target> <objective: string>‌[Bedrock Edition only]
Applies an arithmetic operation altering the target's/targets' score(s) in the target objective, using source target's/targets' score(s) in the source objective as input.

<operation> may be:

  • "+=" Addition: Add source's score to that of target
  • "-=" Subtraction: Subtract source's score from that of target
  • "*=" Multiplication: Set target's score to the product of target's and source's scores
  • "/=" (Integer) Division: Divide target's score by source's score, and use the result (rounded down) to set the target score.
  • "%=" Modulus: Divide target's score by source's score, and use the remainder to set the target score
  • "=" Assign: Set target's score to that of source
  • "<" Min: Set target's score to source's score only if source has the lesser score.
  • ">" Max: Set target's score to source's score only if source has the greater score.
  • "><" Swaps target's and source's scores

In all cases except "><", source's score in the objective remains unchanged. In Java Edition, if target or source have no score in the specified objective, takes it as 0. If more than one entity is specified with <source>, does the operation once with each entity's score in order of entities stored in memory. An asterisk (*) can be used in place of either <targets> or <source> to represent all entities tracked by the scoreboard.

Fails if <sourceObjective> and <targetObjective> do not exist, or if <targetObjective> is read-only. Fails in Bedrock Edition if all requested targets/sources have no score in the specified objectives (if some do and some do not, the operation succeeds only for the combinations where both the target and the selector have a score).

Tags commands[edit]

1.13 and above

Command Description Result
tag <target> add <name>‌[Java Edition only]
tag <entity: targets> add <name: string>‌[Bedrock Edition only]
Adds a tag - <name> to <targets>. In Bedrock Edition, "*" may be used in place of entity to represent all entities tracked by the scoreboard, provided the entities exist and are online. Fails if <targets> fails to resolve to one or more entities.
tag <target> remove <name>‌[Java Edition only]
tag <entity: targets> remove <name: string>‌[Bedrock Edition only]
Removes a tag from a target. In Bedrock Edition, "*" may be used in place of entity to represent all entities tracked by the scoreboard, provided the entities exist and are online. Fails if tag that is to be removed do not exist, or if <targets> fails to resolve to one or more entities.
tag <target> list[Java Edition only]
tag <entity: targets> list‌[Bedrock Edition only]
Lists all tags the <targets> have. In Bedrock Edition, "*" may be used in place of entity to represent all entities tracked by the scoreboard, provided the entities exist and are online. Fails if <targets> fails to resolve to one or more entities.

Teams commands[edit]

Information icon.svg
This feature is exclusive to Java Edition.
Command Description Result
team list [<team>] Lists all teams, with their display names and the amount of entities in them. The optional teamname parameter can be used to display all entities on a particular team. Fails if <team> specified does not exist.
team add <team> [<displayName>] Creates a team with the given name and optional display name. <team> must be at most 16 characters. <displayName> must be a JSON text component, defaulting to <objective> when unspecified. Fails if <team> already exists.
team remove <team> Deletes the specified team from the scoreboard system. Fails if <team> does not exist.
team empty <team> Removes all entities from the named team. Fails if <team> does not exist, or if the team has no member.
team join <team> [<members>] Assigns the specified entities to the specified team. If no entities is specified, the entity running the command joins the team. "*" may be used to represent all entities tracked by the scoreboard. Fails if <team> does not exist or if <targets> fails to resolve to one or more entities. Note that assigning entities that already on the team still succeeds.
team leave <members> Makes the specified entities leave their teams. "*" may be used to represent all entities tracked by the scoreboard. Fails if <targets> fails to resolve to one or more entities. Note that making entities that aren't on the team leave still succeeds.
team modify <team> color <color> Colors the name of all entities on this team in chat, above their head, on the Tab menu, and on the sidebar. Also changes the color of the outline of the entities caused by the Glowing effect. Valid color values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white". Another valid value is "reset" (names show in default color and formatting). Fails if <team> does not exist.
team modify <team> friendlyFire (true|false) The default setting, true, has no impact on PvP mechanics. When set to false, players on this team cannot harm each other with melee, bow, or Splash Potion of Harming attacks, but may still inflict negative status effects on each other. Some non-player entities on a team are not affected by this. Fails if <team> does not exist.
team modify <team> seeFriendlyInvisibles (true|false) When set to true, players on this team see invisible teammates (and themselves) as semi-transparent instead of completely invisible. Defaults to true. Fails if <team> does not exist.
team modify <team> nametagVisibility (never|hideForOtherTeams|hideForOwnTeam|always) Controls the visibility of nametags for entities on the given <team>, and defaults to "always". When set to "never", no nametags show above any entity on the given <team>. When set to "hideForOtherTeams", the nametags of entities on the given <team> are hidden to players not on the <team>. When set to "hideForOwnTeam", only nametags of other entities on one's own team is hidden. When set to "always", all nametags are visible. Fails if <team> does not exist.
team modify <team> deathMessageVisibility (never|hideForOtherTeams|hideForOwnTeam|always) Controls the visibility of death messages for players on the given <team>, and defaults to "always". When set to "never", no death messages appear in chat for any player on the given <team>. When set to "hideForOtherTeams", only the death messages of players not on the team are hidden. When set to "hideForOwnTeam", only death messages of other players on one's own team are hidden. When set to "always", all death messages appear in chat. Fails if <team> does not exist.
team modify <team> collisionRule (always|never|pushOwnTeam|pushOtherTeams) Controls the way the entities on the <team> collide, defaults to "always". When set to "never", entities on that team never collide with players or mobs. When set to "pushOtherTeams", entities can push only entities on own teams.When set to "pushOwnTeam", entities can't push other entities on own team. When set to "always", all players and mobs are pushed. Fails if <team> does not exist.
team modify <team> displayName <display name> Modifies a team's display name with the given value. <display name> must be a JSON text component. Fails if <team> does not exist.
team modify <teamName> prefix <prefix> Modifies a team's prefix that displays before all players' names in the specified team with the given value. <prefix> must be a JSON text component. Fails if <team> does not exist.
team modify <teamName> suffix <suffix> Modifies a team's suffix that displays after all players' names in the specified team with the given value. <suffix> must be a JSON text component. Fails if <team> does not exist.

NBT format[edit]

Information icon.svg
This feature is exclusive to Java Edition.

The file scoreboard.dat in the 'data' folder of a Minecraft world stores the scoreboard data for that world as a GZip'd NBT file:

  • The root tag.
    •  data: The scoreboard data.
      •  Objectives: A list of compound tags representing objectives.
        • An objective.
          •  CriteriaName: The criterion of this objective.
          •  DisplayName: The display name of this objective in JSON. If none was specified during the objective's creation, this is set to {"text":"Value of Name"}.
          •  Name: The internal name of this objective.
          •  RenderType: The way the score is displayed. Can be "integer" or "hearts", but defaults to "integer".
      •  PlayerScores: A list of compound tags representing scores tracked by the scoreboard system.
        • A tracked player/objective pair with a score.
          •  Score: The score this player has in this objective.
          •  Name: The name of the player who has this score in this objective.
          •  Objective: The internal name of the objective which this player has this score in.
          •  Locked: 1 or 0 (true/false) - false if this objective is "enabled". Only meaningful for objectives with the criteria "trigger", where this must be false before a player can use the /trigger command on it.
      •  Teams: A list of compound tags representing teams.
        • A Team.
          •  AllowFriendlyFire: 1 or 0 (true/false) - true if players on this team can harm each other.
          •  SeeFriendlyInvisibles: 1 or 0 (true/false) - true if players on this team can see invisible teammates.
          •  NameTagVisibility: The value of the nametagVisibility option of this team.
          •  DeathMessageVisibility: The value of the deathMessageVisibility option of this team. Valid options are: never, hideForOtherTeams, hideForOwnTeam, always
          •  CollisionRule: The value of the collisionrule option of this team. Valid options are: always, pushOwnTeam, never, pushOtherTeams
          •  DisplayName: The display name of this team in JSON. If none was specified during the team's creation, this is set to {"text":"Value of Name"}.
          •  Name: The internal name of this team.
          •  MemberNamePrefix: The prefix prepended to names of players on this team. In JSON format.
          •  MemberNameSuffix: The suffix appended to names of players on this team. In JSON format
          •  TeamColor: The text-based color ("black", "dark_blue", etc.) given to the team. Does not exist if no color is set.
          •  Players: A list of names of players on this team.
            • The name of a player on this team.
      •  DisplaySlots: A set of slots which are displaying specific objectives. If a slot is empty, its tag is not present.
        •  slot_0: The internal name of the objective displayed in the "list" slot.
        •  slot_1: The internal name of the objective displayed in the "sidebar" slot.
        •  slot_2: The internal name of the objective displayed in the "belowName" slot.
        •  slot_3: The internal name of the objective displayed in the "sidebar.team.black" slot.
        •  slot_4: The internal name of the objective displayed in the "sidebar.team.dark_blue" slot.
        •  slot_5: The internal name of the objective displayed in the "sidebar.team.dark_green" slot.
        •  slot_6: The internal name of the objective displayed in the "sidebar.team.dark_aqua" slot.
        •  slot_7: The internal name of the objective displayed in the "sidebar.team.dark_red" slot.
        •  slot_8: The internal name of the objective displayed in the "sidebar.team.dark_purple" slot.
        •  slot_9: The internal name of the objective displayed in the "sidebar.team.gold" slot.
        •  slot_10: The internal name of the objective displayed in the "sidebar.team.gray" slot.
        •  slot_11: The internal name of the objective displayed in the "sidebar.team.dark_gray" slot.
        •  slot_12: The internal name of the objective displayed in the "sidebar.team.blue" slot.
        •  slot_13: The internal name of the objective displayed in the "sidebar.team.green" slot.
        •  slot_14: The internal name of the objective displayed in the "sidebar.team.aqua" slot.
        •  slot_15: The internal name of the objective displayed in the "sidebar.team.red" slot.
        •  slot_16: The internal name of the objective displayed in the "sidebar.team.light_purple" slot.
        •  slot_17: The internal name of the objective displayed in the "sidebar.team.yellow" slot.
        •  slot_18: The internal name of the objective displayed in the "sidebar.team.white" slot.

History[edit]

Java Edition
1.513w04aAdded scoreboard.
13w05aAdded team-based functionality.
1.7.213w36aAdded statistic-based objective criteria.
1.814w02aEntities other than players can now be part of teams and have objective scores.
14w06aAdded the trigger and team kill-based objective criteria.
Added /scoreboard players enable.
"*" can be used in a player name argument to represent all players tracked by the scoreboard.
Added the "objective" argument to /scoreboard players reset.
Statistic objective criteria now use named IDs instead of numerical IDs.
Added the achievement.overpowered objective criterion.
14w07aAdded /scoreboard players operation and /scoreboard players test.
Scores for fake players that have a name beginning with "#" won't appear in the sidebar.
Added team-specific sidebar display slots.
Added the nametagVisibility team option.
14w10aAdded the deathMessageVisibility team option.
Added a dataTag argument to /scoreboard players set, /scoreboard players add, and /scoreboard players remove.
Added the stat.crouchOneCm, stat.sprintOneCm, and stat.timeSinceDeath objective criteria.
14w25aAdded =, <, and > to /scoreboard players operation.
14w29aPlayer/entity names in the sidebar are now secondarily sorted by alphabetical order.
14w30aAdded the stat.talkedToVillager and stat.tradedWithVillager objective criteria.
?Added >< to /scoreboard players operation.
1.8.2Added the stat.cauldronFilled, stat.cauldronUsed, stat.armorCleaned, stat.bannerCleaned, stat.brewingstandInteraction, stat.beaconInteraction, stat.dropperInspected, stat.hopperInspected, stat.dispenserInspected, stat.noteblockPlayed, stat.noteblockTuned, stat.flowerPotted, stat.trappedChestTriggered, stat.enderchestOpened, stat.itemEnchanted, stat.recordPlayed, stat.furnaceInteraction, stat.craftingTableInteraction, stat.chestOpened objective criteria.
1.915w32aAdded the stat.sneakTime objective criteria.
15w32bAdded /scoreboard players tag.
Added the xp, food, and air objective types.
15w33aAdded the stat.pickup and stat.drop objective criteria.
Added the armor, level objective types.
15w36aAdded collisionRule.
15w49aAdded the stat.aviateOneCm objective criteria.
1.13pre7Added /scoreboard objectives modify.
pre8Added /scoreboard objectives modify <objectiveName> rendertype hearts, which makes health bars display as hearts, like this: ♥♥♥♥♥♥.
Added /scoreboard objectives modify <objectiveName> rendertype integer, which makes health bars display as yellow numbers.
Objective names are now text components, not raw strings.
1.13.118w31aChanged the scoreboard operator %= from using % to Math.floorMod.
Bedrock Edition
1.7.0beta 1.7.0.2Added basic scoreboard mechanics.
Added dummy scoreboards.

Issues[edit]

Issues relating to "Scoreboard" are maintained on the bug tracker. Report issues there.

References[edit]