Claims, power and territory
Land is claimed chunk by chunk, and your faction's power decides how much of it you can hold.
Placing a claim
The command /f claim claims the chunk you are standing in, /f unclaim releases it. Claims do not need to be connected and there is no maximum. The command /f claim fill closes a gap, up to 25 chunks.
The claim map in game, showing neighbouring territories.
public/gameplay/media/factions-map.webpPower, member by member
Each player carries their own power: it starts at 0, rises to 10 and can drop to -10. A faction's power is the sum of its members'. That is what decides how many chunks it can hold.
Losing and regaining power
Each death costs 4 power, including in war zones and on unclaimed land. Power comes back at 0.2 per minute, and only while you are online: logging off regenerates nothing, but costs nothing either. Count fifty minutes of play to go from 0 to 10.
Becoming vulnerable
When a faction's claims exceed its power, its land becomes claimable by others. That is the moment a faction that keeps dying genuinely starts losing ground.
The four territory types
Unclaimed land, the wilderness, has no protection and PvP is on. Faction territory applies that faction's rights, and explosions get through — that is what makes raiding possible. The safezone, around spawn, disables combat and blocks building, interaction and explosions: it is where you land on your first login. The warzone is the opposite: combat is allowed, faction claims do not apply, and every explosion is blocked — you fight there without breaking the ground.
What is blocked on enemy land
On enemy territory you cannot use buckets, flint and steel or fire charges, and lecterns cannot be read. Teleport commands are blocked there too: you do not enter or leave a raid by command. The Creeper Scepter, however, still works on claimed and enemy land, and its explosion breaks blocks: it is a raiding tool.
The faction home
The home must sit on claimed land. You respawn on it when you die. Teleporting is refused if an enemy is within 32 blocks, unless you are on your own territory.
No faction flight
The /f fly command is disabled on ScandiCraft: nobody flies over their land, or yours. A base is defended on the ground, and a raid is fought on the ground.
Raiding
The framework for raiding is the claims-to-power ratio described above: a faction whose claims exceed its power becomes claimable. Raid windows, siege mechanics and rewards are announced before the season opens.
Defending and breaching a base
On defence, obsidian absorbs, a water wall cancels blast damage, and sand fills a breach as it falls. On offence, a TNT cannon opens the wall from a distance and the Creeper Scepter blows a precise hole. Explosions get through on faction territory: that is what makes these techniques possible.
The combat tag
A PvP interaction triggers a tag: while it lasts, escaping by command or teleport is impossible, and logging off carries an explicit consequence.
Frequently asked
Do I lose power by logging off?
No. There is no offline loss. Regeneration only runs while you are playing, though.
How long to go from 0 to 10 power?
Fifty minutes of online play, at 0.2 per minute. Two and a half deaths wipe that out.
Are my chests protected on unclaimed land?
No. Outside a chunk claimed by your faction, nothing protects your containers.
How many chunks can we protect?
As many as your power allows. The number of active members and how well they survive is what really sets the size of your territory.

