Play to Earn with Weekend Ranked

Play Ranked matches on weekends to earn rewards!

Weekend Ranked is a weekly event that runs every Friday 5am PDT/4am PST – Monday 5am PDT/4am PST. It sees mortals from all around the globe enter the Arena to battle it out for glory and prizes. It’s an ongoing experiment, one that’s had a variety of iterations and will likely have more to come. 

To enter, simply queue up in Ranked Constructed and play matches. There’s no need to sign up, as all mortals playing Gods Unchained across the weekend will be entered. 


Prizes range from Core packs, which are traditionally earned by levelling up, to expansion packs, sold from the Gods Unchained store. 

The prizes you win are based on three things: 

  1. How many wins you earn in your first 25 games of each Weekend Ranked event. 
  2. Your rank before each Weekend Ranked event begins.
  3. Whether you have a wallet linked to your account or not.

To qualify for prizes, you must reach a rank that corresponds with one of the tables in the Prize Tables section before Weekend Ranked kicks off. For wins to count, matches must be completed before the event’s end (Monday: 5am PDT/4am PST). 

The current expansion packs being awarded come from the next expansion set. You’ll accumulate rewards from your Weekend Ranked wins as normal, the only difference being that expansion set prizes will be distributed when the next expansion arrives. What is it? You’ll have to wait to find out…

Important: To receive expansion pack prizes, you must have a wallet linked to your account, otherwise prizes can’t be sent and are forfeited. A wallet is a secure place to store your digital assets. Don’t have a wallet? Create one. After this, link your wallet to Gods Unchained.

Note: You can now remove wallets you no longer want associated with your GU account directly from the wallet management interface. On top of that, you can now set a default wallet for any prize rewards. How good!


There are 12 ranks in Weekend Constructed: 

  1. Rusted Bronze 
  2. Purified Bronze 
  3. Rusted Iron 
  4. Purified Iron 
  5. Impact Meteorite 
  6. Astral Meteorite 
  7. Twilight Shadow 
  8. Midnight Shadow 
  9. Auric Gold 
  10. Solar Gold 
  11. Ethereal Diamond 
  12. Mythic 

How ranks work: Winning games will fill the bar on your ranked tab in the launcher. Losing games will damage your shield. When your shield has taken too much damage, you’ll lose a chunk of your ranked progress. If the bar empties, you’ll drop a rank. If you completely fill the bar, you’ll rise a rank. If you have filled up the bar beyond the white line, you’ll still lose a chunk of progress when your shield shatters, but you won’t drop a rank.

Prize Tables

General prizes (Diamond and below)

Prizes in this table are capped at 20 wins.

Wins in first 25 gamesCore Rare PacksCore Epic PacksCore Legendary PacksExpansion Rare PacksExpansion Epic PacksExpansion Legendary PacksMin Rank Required
20 or more
Solar Gold or above

Auric Gold or above

Midnight Shadow or above
Twilight Shadow or above
15 or 1412

Impact Meteorite or above
13, 12, 1121

10, 9, or 83

7, 6, or 52

4 or 31


Mythic prizes

Unlike general prizes, 16+ wins yield extra packs.

Wins in first 25 gamesCore Rare PacksCore Epic PacksCore Legendary PacksExpansion Rare PacksExpansion Epic PacksExpansion Legendary PacksNotes
25333333Extra packs
24223223Extra packs
23113113Extra packs


3Extra packs
21112112Extra packs


2Extra packs
19111111Extra packs
1Extra packs

1Extra packs
Extra packs
15 or 1412

13, 12, 1121

10, 9, or 83

7, 6, or 52

4 or 31

Elite prizes

We have established an additional set of prizes for our most-dedicated, top-performing players. Players in the Mythic tier will be facing harder opponents than anyone else in the event. To compensate them for enduring the toughest challenge, we will award these additional prizes on top of whatever they earn for their total number of wins.

These prizes are only available to those in the Mythic tier, and are given in order of most wins earned out of the first 25 games played. Ties are broken by the player’s peak MMR during their first 25 games. It is possible for someone to finish in first place among Mythic tier but only end up with 18 wins, and not get the top prize on the main prize table. This extra prize list is to account for that; getting to the toughest opponents should give you the biggest prizes!

Elite PrizesCore Epic PackCore Legendary PackExpansion Epic PackExpansion Legendary Pack

The ‘What a Mortal!’ prize

Striving to be the very best? Anyone who wins at least 30 games during the entire Weekend Ranked event will draw the cry of ‘What a Mortal!’ and earn a bonus prize. For now, the bonus prize will be an expansion Rare Card Pack, but will change when this set sells out.

The bonus prize is awarded for 30 wins overall and not just in your 25-game run, because it’s impossible to win 30 times in 25 games! For people that win half of their games, they’ll need to play 60 games or approximately 12 hours of gameplay to reach.

Receiving prizes

We publish the final results from each Weekend Ranked event to our Discord server (the place to be for all Gods Unchained and community updates) before Wednesday PDT each week. Core packs are usually distributed shortly after the announcement.

It’s important to note that Weekend Ranked is run on the basis that Gods Unchained is still in Beta. It hurts to say it, but this means the game is not perfect just yet and you may run into bugs that affect the outcome of a match from time to time. Submitting in-game bug reports (using the bug icon in the top right of a match screen) is the best way to give us visibility over a bug so we can start building a fix and prevent this happening in the future, but it won’t change the result of your current match.

As all participants play under the same conditions, results of Weekend Ranked are final and won’t be changed. It is unacceptable, however, for a player to knowingly exploit an in-game issue to alter the result of Weekend Ranked. Doing so can lead to a suspension from the event and an exemption from future prizes.

From a wider angle: things can go wrong, and we reserve the right to pause, shorten, lengthen, and/or cancel Weekend Ranked events as necessary.

Go get ’em!

And that’s it! Dust off you best deck and head into the Arena, mortal. It’s time to show the world what you’re made of. For more information on Weekend Ranked, whether it be rules or frequently asked questions, check out our latest Weekend Ranked update from Lead Game Designer, Thandrie ‘Seeker’ Davis.

May the gods look kindly upon your victories!

Frequently Asked Questions

Where can I see my score during the event?

Ideally, we would have a scoreboard in the game. When our event system gets an upgrade, it will. In the meantime, we advise that you keep track yourself, or look to sites like GUdecks and Unchained Stats. While we do not guarantee the accuracy of other sites’ data, they have done a great job during the rollout of these recent changes.

25 games isn’t enough to be a true measure of skill. Why not 50? Or 100?

Competitive TCGs have had between 20 and 25 games as the benchmark for non-professional competitive events for a long time. The typical Magic the Gathering event in their old Pro Tour Qualifier system was 8 rounds, best-of-three, for an average of 20 games to qualify for big prizes. In their current system, it’s 10 rounds (over two events) for an average of 25 games. There are similar amounts of games required in almost every other physical and digital TCG that run these sorts of events — Pokemon, YuGiOh, etc.

We’ve received feedback that requiring 125+ games to get top prizes is just too much to ask for. As a paid event with massive prizes, 20 hours of gaming might be realistic for some. But for now, we strongly believe that this change will get more players in and playing, while still being a measure of skill.

Variance will play a larger factor. Over 100 games, bad matchups will mean less than they do over 25. We don’t believe that increased variance is large enough to impact most players most weeks, and the increased variance is worth the benefit of making an event accessible to far more players.

That said, we’ll look at the data and adjust. We might change it to 30 or 35 or 40 or 50, or even down to 20!, if the data doesn’t match our expectations.

I really enjoyed the big challenge of 100 games. What about players like me?

We’ve added the 30-win bonus prize to account for players who wish to play many more than 25 games. We have decided not to encourage 100-game weekends generally, though we may bring back in for special occasions. We don’t want to require large amounts of play, or encourage players to play too much.

I have multiple accounts that I use to play GU. Do I need to just not use one of them over the weekend?

If you play with more than one account, change the username on all but one of them such that the last three letters are NCP. For instance, Seeker-NCP. This lets us know that you are a “noncompeting player” on that secondary account. This isn’t perfect, but for the tiny percentage of players with multiple accounts this will act as a workaround. We won’t award prizes to those accounts.

It would be possible to use this sort of account to artificially inflate other player’s win results, and we’ll be checking for that. Again, we know this isn’t a perfect solution, but it is a step towards a regular event system in the future.

I have multiple people who legitimately play the game from the same computer. How can both of those players play in the event?

For now, they can’t without the risk of our systems seeing this as a potential issue. This is not ideal, and we’re working on a better solution. We estimate that this impacts a tiny percentage of our users — and a future events update will hopefully reduce this to zero.

Why not reward players based on a 25 game run, and let them retry over the course of the weekend? Look at players’ games 1–25, 26–50, etc? That way those who want to grind feel rewarded for doing so.

We need to reduce the amount of time these weekly events require to increase the likelihood of more players playing in them. I feel the main problem with this approach above is that the system would still be heavily-weighted towards players with lots and lots of time. 

Assume that you had two players with the exact same skill. They both go 15–10 in their first attempt, but one of the players can make two additional attempts. (Because they don’t have work or school or kids or whatever.) On this second attempt, suppose they go 10–15 because their draws were bad, their matchups were bad, or they made mistakes, or they misread the meta. On their third attempt it all goes very well and they go 18–7. Is that fair to the player who only had 5 hours to play on a weekend instead of 15? We don’t think it is.

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