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How to Run a PUBG Mobile Tournament (Lobbies, Points, Groups) [2026]

Tournamyx Team · Tournamyx Digital

Tournament Guides

A PUBG Mobile lobby holds 16 squads, and that number decides your entire tournament.

Under 16 teams, you run one lobby, a fixed number of matches, and rank on points — 10/6/5/4/3/2/1/1 for the top eight placements plus one point per kill.

Over 16 teams, you cannot just add a second lobby, because points scored against different opposition are not comparable. You need a group rotation, and this post works out exactly what that looks like.

That second half is the part nobody writes down, and it is where most community PUBG Mobile and BGMI events quietly become unfair.

If you have organised a bracket-shaped event — an MLBB tournament, say — almost none of that experience transfers. There is no bracket here, no elimination, and no seeding. There is a table.

Key Takeaways

  • A custom room holds 16 squads — 64 players in squad mode. Hard ceiling.
  • Placement points are 10/6/5/4/3/2/1/1 for 1st through 8th, zero from 9th to 16th, plus 1 point per kill, uncapped. 32 placement points per match.
  • Points from two separate lobbies are not comparable. Adding the tables together produces a number, not a result.
  • Past 16 teams, split into groups and rotate which groups share a lobby. With 32 teams in four groups, six lobby matches gives every squad three games against a mixed field.
  • At ~30 minutes a match, a six-match rotation is about three hours. Run it twice for six games each and you have a six-hour day.

How Does PUBG Mobile Tournament Scoring Work?

Placement points plus kill points, summed across every match.

The widely used modern curve gives 10 points for the Chicken Dinner, then 6, 5, 4, 3, 2, and 1 point each for 7th and 8th.

Ninth through 16th score no placement points at all. Every kill is worth 1 point with no cap.

So a squad that wins a match with 12 kills scores 22.

A squad that places 9th with 12 kills scores 12 — no placement points, but the kills still count, which is the whole design. It rewards fighting even from a losing position.

Note how much flatter this is than the Free Fire curve. There are only 32 placement points distributed per match here against Free Fire's 57, and half the lobby scores zero placement.

That makes kills proportionally far more decisive in PUBG Mobile than in Free Fire — worth knowing before you tell teams how to play.

Older tournaments used a 15/12/10/8/6/4/2 style curve, and BGMI events sometimes differ again. Publish yours. Do not assume anyone knows which one you are running.

How Many Matches, and How Long?

Four to six matches per group stage day is the norm.

A PUBG Mobile match runs longer than a Free Fire one — bigger map, more players, longer circles. Budget 30 minutes per match including the lobby setup, the loading, and the results screenshot.

That gives you:

  • 4 matches — 2 hours of play.
  • 6 matches — 3 hours.
  • Two rotations of 6 — 6 hours, and each squad gets six games.

Erangel, Miramar and Sanhok in rotation is the usual map spread. Publish the order in advance so teams can plan drops, the same way you would publish a tournament schedule for a court sport.

What Do You Do With More Than 16 Teams?

Here is the arithmetic the big events use, scaled down to something you can actually run.

Say you have 32 squads. Split them into four groups of eight — call them A, B, C and D. A lobby holds 16, which is exactly two groups.

So each match pairs two groups, and you rotate the pairings:

AB, CD, AC, BD, AD, BC

That is six lobby matches. Look at how often each group appears: group A is in AB, AC and AD — three of the six. Same for every other group.

So every squad plays three matches, and across those three it has faced all three of the other groups. No squad gets an easy draw, and every point is earned against a comparable spread of opposition.

Six lobby matches at 30 minutes is three hours. If three games each is too thin — and for battle royale it is — run the whole rotation twice.

Twelve lobby matches, six hours, six games per squad, and the table means something.

The same logic scales.

Twenty-four squads split into groups of eight gives you three groups, but a lobby holds two of them, so you rotate AB, BC, AC — three lobby matches, each squad plays two.

Run it three times for six games each.

What you must not do is put 16 teams in lobby one and 16 in lobby two, run six matches each, and add the tables. The two halves never played each other.

The number at the bottom of the sheet looks authoritative and it is meaningless.

This is the same problem as running divisions on separate fields, which we did at the IIUM Robotic Competition across eight of them.

Teams that never met cannot be ranked against each other on raw totals, whatever the spreadsheet says.

Either they share opposition or they get separate tables — there is no third option that is honest.

If the rotation is more than you want to administer, the honest alternative is to run two separate divisions with two sets of prizes, or to qualify the top four from each lobby into a fresh 16-team final with points reset.

Both are defensible. The combined table is not.

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Match calculator

Weighing a bracket playoff instead? Compare the formats at any field size.

What Goes in the Ruleset?

  • The points table, both columns, written out in full.
  • Number of matches and the map rotation.
  • The group draw and the rotation order, published before match one so nobody thinks you rearranged it.
  • Room settings — perspective (TPP or FPP), and any restricted items.
  • Emulator policy. This is the single most argued-about rule in mobile battle royale. Decide whether emulator players are allowed, and enforce it at check-in.
  • The no-show rule. Ten minutes is standard, and a missing squad scores zero for that match rather than being withdrawn — pulling a squad out mid-event forces you to recompute everything. See the walkovers and no-shows guide for the general clauses.
  • Tie-breaks, in order. Total kills, then best single-match placement, then most recent match is the common sequence.

The tournament rules template covers what every event needs; the mobile battle royale additions are the points table, the map rotation, the emulator policy and the room settings.

Frequently Asked Questions

How many teams can play in a PUBG Mobile tournament?

Sixteen squads in one custom room, which is 64 players in squad mode. That is the hard ceiling for a single lobby.

Above 16 teams you need multiple lobbies, and because points scored in different lobbies are not comparable, you also need a group rotation, separate divisions, or a qualifying stage into a final lobby.

How does the PUBG Mobile points system work?

Placement points plus kill points, added together and summed across every match.

The common modern curve is 10 points for 1st, then 6, 5, 4, 3, 2, 1 and 1 for 8th, with 9th through 16th scoring no placement points.

Every kill is worth 1 point with no cap. A win with 12 kills is 22 points.

How do you run a PUBG Mobile tournament with 32 teams?

Split them into four groups of eight and rotate which two groups share each lobby: AB, CD, AC, BD, AD, BC.

That is six lobby matches, and every squad plays three of them against all three other groups. Run the rotation twice for six games each.

At 30 minutes a match, one rotation is three hours and two is six.

How long does a PUBG Mobile tournament take?

About 30 minutes per match including lobby setup and screenshots, so a six-match single-lobby event is roughly three hours of play. A 32-team double rotation is twelve lobby matches, around six hours.

Add check-in and briefings and publish the longer number.

Can you add points from two different lobbies together?

No, and this is the most common mistake in community battle royale events.

Two lobbies face different opposition, so their point totals are not measuring the same thing — a strong squad in a weak lobby will outscore a stronger squad in a hard one.

Use a group rotation so every squad meets a comparable spread, run the lobbies as separate divisions, or qualify into a combined final.

Is BGMI scored the same way as PUBG Mobile?

The structure is identical — placement points plus uncapped kill points, summed across matches, 16 squads to a lobby.

The exact placement curve has varied between BGMI events and PUBG Mobile events over the years, so read the specific tournament's rules rather than assuming. Publish whichever table you are using.

Running a PUBG Mobile Tournament: Recap

  • One lobby holds 16 squads. Design the whole event around that ceiling.
  • Scoring is 10/6/5/4/3/2/1/1 placement plus 1 per kill, uncapped — 32 placement points per match, which makes kills decisive.
  • Budget 30 minutes a match; six matches is about three hours.
  • Past 16 teams, rotate groups through the lobbies. Four groups of eight gives AB, CD, AC, BD, AD, BC — three games each, everyone facing everyone.
  • Never add two lobbies' tables together.
  • Publish the points curve, map rotation, group draw, emulator policy and tie-break order in advance.

A points-and-lobbies format is not something a bracket generator can express.

Tournamyx runs it as a placement stage: set the number of matches, define placement points and kills as your metrics, and it sums every squad's total and ranks the table by the tie-break priority you choose — on a public link teams can follow between lobbies.

Switch the scoreboard to its Total Points view for the running table. Set up your PUBG Mobile tournament and let the standings compute themselves.

Run your next tournament on Tournamyx.

Automatic schedules, live standings, one shareable link. Free for small events.