Scoreboard

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Information icon.svg
This feature is exclusive to Java Edition and Bedrock Edition.
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 is a single, case-sensitive word.

An objective's display name is one or more case-sensitive words 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.

A player'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. All statistics-based objectives can be changed via commands. Player statistics are stored separately, and as they update, scores in these objectives are updated in parallel.

Commands can check player scores by using target selection with the scores argument (syntaxed @a[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 will trigger 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]

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, and currencies. Yes
trigger ‌[Java Edition only] 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 will fail if the objective has not been "enabled" for the player using it, and the objective will be disabled for the player after they use 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 ‌[Java Edition only] Score increments automatically for a player when they die. Yes
playerKillCount ‌[Java Edition only] Score increments automatically for a player when they kill another player. Yes
totalKillCount ‌[Java Edition only] Score increments automatically for a player when they kill another player or a mob. Yes
health ‌[Java Edition only] 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 ‌[Java Edition only] Matches the total amount of experience the player has. No
level ‌[Java Edition only] Matches the current experience level of the player. No
food ‌[Java Edition only] 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 ‌[Java Edition only] 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 ‌[Java Edition only] 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

Some criteria use the Statistics system to form compound criteria.[1] Unlike the simple criteria above, compound criteria have sub-parts in their names, delimited with periods (.). For example, "stat.entityKilledBy.Zombie" is a valid compound criterion, under which player scores would increment whenever they're killed by zombie.[2][Java Edition only]

A list of known compound criteria follows: ‌[Java Edition only]

Criteria Base Name Description Can be Modified? Number of sub-criteria
minecraft.custom:minecraft. Base criterion for all those related to a player's statistics. Player scores increment automatically for a player when they perform the action relavent to the sub-criterion.

These criteria follow the complete format minecraft.custom:minecraft.<stat>, where <stat> is an item from the list:

Note that "damage_dealt" does not track damage caused by player projectiles. [3]

Yes 69
minecraft.crafted:minecraft. Sub-criteria include ID for craftable or smeltable blocks and items (e.g. "minecraft.crafted:minecraft.stone"—Note that both "minecraft." are required). Scores under these criteria increment by an amount equal to the number of items crafted or smelted, upon removing a block or item from the output of a furnace, crafting table, or the 2x2 inventory crafting grid.

These criteria follow the complete format minecraft.crafted:minecraft.<id>, where <id> is an item or block from the list:

Yes 263 (398)[note 1]
minecraft.used:minecraft. Sub-criteria include ID of "usable" blocks and items (e.g. "minecraft.used:minecraft.stone"). Most blocks and items are accepted, except various blocks which do not have an item form. Scores under this compound criterion increment when a player uses a block or item. "Use" is defined as when:

Score values do not increment when items are used on mobs—whether to name, tame, feed, breed, saddle, leash, shear, dye, milk, or gather stew from—when armor is equipped directly with use, when leather armor is washed in a cauldron, and all instances mentioned above.

Of all the items attainable in Creative Mode (without the use of commands), there are 357 that can be applied as sub-criteria and 195 that cannot (This is including blocks with similar ID but different number values).

These criteria follow the complete format minecraft.used:minecraft.<id>, where <id> is a block from the list:

Yes 318 (636)[note 1]
minecraft.broken:minecraft. Sub-criteria include ID of items with durability (e.g. "minecraft.broken:minecraft.bow"). Player scores increment when a player runs the durability of one of these items negative. Durability runs negative when the item's durability loss–condition is met and the item already has a durability of 0.

These criteria follow the complete format minecraft.mined:minecraft.<id>, where <id> is an item from the list:

Yes 52 (100)[note 1]
minecraft.mined:minecraft. Sub-criteria include ID of blocks (such as "minecraft.mined:minecraft.stone"). Most blocks are valid, except for various indestructible or technical blocks. Player scores increment when the player mines a block. To "mine" is defined as destroying a block in a way that could/would drop an item, unless the block doesn't drop an item like glass or ice mined with an unenchanted tool. The value still increases if the doTileDrops gamerule is false, and it never increases for a player in Creative Mode.

These criteria follow the complete format minecraft.mined:minecraft.<id>, where <id> is a block from the list:

Yes 676
minecraft.killed:minecraft. Sub-criteria include entity types. Any entity type is valid, although many such as "egg" don't seem to do anything.

These criteria follow the complete format minecraft.killed:minecraft.<entity>, where <entity> is a valid type of entity.

Yes 43
minecraft.picked_up:minecraft. Sub-criteria include ID of blocks and items (e.g. "minecraft.picked_up.minecraft.stone"). Player scores increment when the player picks up a dropped item.

These criteria follow the complete format minecraft.picked_up:minecraft.<id>, where <id> is a block or item.

Yes 392
minecraft.dropped:minecraft. Sub-criteria include ID of blocks and items (e.g. "minecraft.dropped:minecraft.dirt"). Player scores increment when a player drops an item by using the drop item key.

These criteria follow the complete format minecraft.dropped:minecraft.<id>, where <id> is a block or item.

Yes 392
minecraft.killed_by:minecraft. Sub-criteria include types of entities. Any entity type is valid. Player scores increment when the player is killed by an entity of that type.

Note that if the name of a passive mob or non-damaging entity is named, like an armor stand, player scores will never increase; exceptions are rabbits and chickens if they are the Killer Bunny or a chicken jockey.

These criteria follow the complete format minecraft.killed_by:minecraft.<entity>, where <entity> is a valid entity type.

Yes 43
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 minecraft.teamkill:minecraft.<team>, where <team> is a color from the list:

Yes 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 minecraft.killedByTeam:minecraft.<team>, where <team> is a color from the list:

Yes 16
  1. a b c Prior to 14w06a, stat.craftItem, stat.useItem, stat.breakItem, and stat.mineBlock only accepted numeric IDs and not ID names. The addition of ID names means that these compound criteria effectively have twice the sub-criteria they previously had, the names serving the same exact roles as their numeric counterparts. For convenience, the first number listed is the number of blocks/items which these compound criteria accept, and the second is the literal number of sub-criteria.
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.

Display slots[edit]

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 entities in a high score list with a heading labeled the with 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]

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

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 will provide comparator output if a player is tagged with "banana". Similarly, /execute if entity @a[tag=!banana] will provide 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] will check 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. Without using external editors, the only possible prefixes are formatting codes for team colors, and the only possible suffix is the reset code (so characters after a team member's name aren't formatted). Prefixes and suffixes are used in the chat, the active players list, the sidebar, and above team members' heads. Without an in-game option, third-party software are required to edit them.

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 Success Conditions[note 1]
scoreboard objectives list List all existing objectives with their display names and criteria. The scoreboard has at least one objective.
scoreboard objectives add <objective> <criterion> [<displayName>] Create a new objective with the given internal objective name, specified criterion, and the optional display name. <displayName> defaults to <objective> when unspecified. (See above section for more on these arguments.) All three arguments are case-sensitive. In Bedrock, "dummy" is the only criterion currently supported . ‌[Bedrock Edition only] <objective> is unique and is at most 16 characters. <criterion> is a valid criterion type. If used, <displayName> is a JSON text component of one or more words.
scoreboard objectives remove <objective> 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 will no longer be displayed. <objective> is an existing objective.
scoreboard objectives setdisplay <slot> [<objective>] Display score info for the objective in the given slot. Valid slots are listed and described in Display Slots. Note that the objective parameter is optional; if no objective is provided, this display slot is cleared (returned to its default state). <slot> exists. <objective> exists, 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> is a JSON text component. <objective> exists.

Players commands[edit]

Command Description Success Conditions[note 1]
scoreboard players list [<target>] Display all entities which are tracked in some way by the scoreboard system. The optional <target> parameter is used to display the scores of a particular entity, and an asterisk (*) in place of <target> displays all scores for the targets tracked by the scoreboard system. <target> has have recorded scores, if specified. There is at least one tracked entity on the scoreboard.
scoreboard players get <target> <objective> ‌[Java Edition only] Return the scoreboard value as the command result. Can be used in conjunction with the /execute command: {cmd|execute store result ...run scoreboard players get ...}}
scoreboard players set <target> <objective> <score> Set the target's score in the given objective, overwriting any previous score. An asterisk (*) may be used in place of <target> to represent every target tracked by the scoreboard. <objective> exists and cannot be read-only. <score> is between -2,147,483,648 and 2,147,483,647 (inclusive). <target> does not need to be online or even exist.
scoreboard players add <target> <objective> <amount> Increments the target's score in that objective by the given amount. An asterisk (*) can replace <target> to represent all entities tracked by the scoreboard. <objective> exists and is not be read-only, and amount must be between 0 and 2,147,483,647, inclusive. Note that entity does not need to be online or even exist.
scoreboard players remove <target> <objective> <amount> Decrements the target's score in that objective by the given amount. An asterisk (*) can replace <target> to represent all entities tracked by the scoreboard.
scoreboard players reset <target> [<objective>] 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. Always succeeds, even on entities who are not on the scoreboard.
scoreboard players enable <target> <objective> ‌[Java Edition only] Enables the target player 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 will fail. Using the /trigger command disables it again. An asterisk (*) may be used to represent all entities tracked by the scoreboard. <objective> is an objective of the criteria.
scoreboard players operation <targets> <targetObjective> <operation> <source> <sourceObjective> Applies an arithmetic operation altering the target players' scores in the target objective, using source player's score 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. An asterisk (*) can be used in place of either <targets> or <selector> (but not both) to represent all entities tracked by the scoreboard.

<sourceObjective> and <targetObjective> exist. <targetObjective> is not read-only. All requested targets/sources have scores in the specified objectives (if some do and some do not, the operation will succeed only for the combinations where both the target and the selector have a score). Note that <target> does not need to be online or even exist.

Tags commands[edit]

Command Description Success Conditions[note 1] commands actually do something, and not all "failed" commands fail to do something useful.</ref>
tag <target> add <tagName> ‌[Java Edition only] Adds a tag - tagName to/from a entity. "*" may be used in place of entity to represent all entities tracked by the scoreboard, provided the entities exist and are online.
tag <target> remove <tagName> Removes a tag from a target. "*" may be used in place of entity to represent all entities tracked by the scoreboard, provided the entities exist and are online. Tags that are to be removed must exist.
tag <target> list Lists all tags the entity has. "*" may be used in place of entity to represent all entities tracked by the scoreboard, provided the entities exist and are online.

Teams commands[edit]

Command Description Success Conditions[note 1]
team list [<teamName>] ‌[Java Edition only] 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. If teamname is specified, it must exist and must have entities. If no teamname is specified, there must be at least one registered team on the scoreboard.
team add <teamName> [<display name>] ‌[Java Edition only] Creates a team with the given name and optional display name. <teamName> is unique and is at most 16 characters. <displayName> at most 32 characters and valid JSON.
team remove <teamName> ‌[Java Edition only] Deletes the named team from the scoreboard system. <teamName> is an existing team.
team empty <teamName> ‌[Java Edition only] Removes all entities from the named team. <teamName> is an existing team, and the team has at least one member.
team join <teamName> [<targets>] ‌[Java Edition only] 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. team must exist. Note that the named entities do not need to be online or even exist, and can even already be on the team.
team leave [<targets>] ‌[Java Edition only] Makes the specified entities leave their teams. If no entity is specified, the entity running the command leaves their team. "*" may be used to represent all entities tracked by the scoreboard. Each entity must be on a team - it is possible to get a partial success and partial failure, but a command block will report only the failure.
team modify <teamName> color <color> ‌[Java Edition only] Will color 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). <teamName> exists. <color> is valid.
team modify <teamName> friendlyFire (true|false) ‌[Java Edition only] 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. Does not affect non-player entities on a team. <teamName> exists.
team modify <teamName> seeFriendlyInvisibles (true|false) ‌[Java Edition only] When set to true, players on this team will see invisible teammates (and themselves) as semi-transparent instead of completely invisible. Defaults to true. team must exist, and the setting must be "true" or "false".
team modify <teamName> nametagVisibility (never|hideForOtherTeams|hideForOwnTeam|always) ‌[Java Edition only] Controls the visibility of nametags for entities on the given team, and defaults to "always". When set to "never", no nametags will show above any entity on the given team. When set to "hideForOtherTeams", the nametags of entities on the given team will be hidden to players not on the team. When set to "hideForOwnTeam", only nametags of other entities on one's own team will be hidden. When set to "always", all nametags will be visible. team must exist, and the setting must be "never", "hideForOtherTeams", "hideForOwnTeam", or "always".
team modify <teamName> deathMessageVisibility (never|hideForOtherTeams|hideForOwnTeam|always) ‌[Java Edition only] Controls the visibility of death messages for players on the given team, and defaults to "always". When set to "never", no death messages will appear in chat for any player on the given team. When set to "hideForOtherTeams", only the death messages of players on other teams will be hidden. When set to "hideForOwnTeam", only death messages of other players on one's own team will be hidden. When set to "always", all death messages will appear in chat. team must exist, and the setting must be "never", "hideForOtherTeams", "hideForOwnTeam", or "always".
never|pushOwnTeam|pushOtherTeams) ‌[Java Edition only] Controls the way the entities on the team collide, defaults to "always". When set to "never", entities on that team will never collide with players or mobs. When set to "pushOwnTeam", entities will only push other entities on their team and mobs. When set to "pushOtherTeams", entities will only push entities on opposing teams. When set to "always", all players and mobs will be pushed. team must exist, and the setting must be "never", "pushOwnTeam", "pushOtherTeams", or "always".
team modify <teamName> displayName <display name> ‌[Java Edition only] Modifies a team's display name with the given value. team must exist, and <display name> must be valid JSON.
team modify <teamName> prefix <prefix> ‌[Java Edition only] Modifies a team's prefix that displays before all players' names in the specified team with the given value. team must exist, and prefix must be valid JSON.
team modify <teamName> suffix <suffix> ‌[Java Edition only] Modifies a team's suffix that displays after all players' names in the specified team with the given value. team must exist, and suffix must be valid JSON.
  1. a b c d A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a Redstone Comparator feeding from Command Block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.

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 will be {"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 will be {"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.
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]