Run these from an operator’s chat, a command block, or a function file. Execute is simplified here — chain the rows in the order you want them to run.

How to Use the Scoreboard Command Generator

  1. Open the Scoreboard tab.
  2. Pick a sub-mode: objectives add, objectives remove, objectives setdisplay, players set, players add, players reset, or players operation.
  3. Fill in the fields that appear for that mode – objective name and criteria for creating one, a display slot for setdisplay, or a target/objective/score for the player-score modes.
  4. For players operation, pick a math operator (=, +=, -=, *=, /=, %=, <, >, <>) and a source target/objective to combine with.
  5. Copy the generated /scoreboard command into a command block, function, or an operator’s chat.

Command Syntax Reference

/scoreboard objectives add <name> <criteria> [displayName]
/scoreboard objectives remove <name>
/scoreboard objectives setdisplay <slot> [objective]
/scoreboard players set|add <targets> <objective> <score>
/scoreboard players reset <targets> [objective]
/scoreboard players operation <targets> <objective> <operation> <source> <sourceObjective>

Scoreboards give every objective a per-entity integer value, tracked either automatically by a built-in criteria (like deathCount or minecraft.custom:minecraft.play_time) or manually via dummy, which only changes when a command sets it. objectives setdisplay puts one objective’s values on screen – sidebar shows a scoreboard panel on the right side of the HUD, list shows values next to player names in the tab list, and below_name shows a small number under each player’s nametag. players operation is the most powerful sub-command: it runs a math operator between two entities’ scores, which is how most scoreboard-driven logic (currency systems, counters, distance checks) actually gets built without a full datapack.

Frequently Asked Questions

What’s the difference between the dummy criteria and something like deathCount?

dummy creates an objective that never changes on its own – only /scoreboard players set/add/operation commands move it, which makes it the standard choice for custom counters, currencies, or state flags. Built-in criteria like deathCount, totalKillCount, or a stat criteria such as minecraft.custom:minecraft.jump update automatically as players do the matching action, with no commands needed.

What do the three display slots (list, sidebar, below_name) actually show?

sidebar is the classic scoreboard panel pinned to the right edge of the screen. list adds the objective’s value next to each player’s name in the multiplayer tab list (Tab key). below_name renders a small number directly under a player’s nametag, visible to anyone looking at them. Running objectives setdisplay <slot> with no objective clears whatever was showing in that slot.

How does players operation with <> (swap) work?

<> swaps the two scores rather than combining them – the target’s score becomes the source’s old value and the source’s score becomes the target’s old value, in one command. It’s mainly used for things like swapping two players’ saved stats or reordering values in a scoreboard-driven data structure.

Does players reset delete the objective, or just one player’s value?

Just the value – players reset <targets> <objective> removes only that target’s score on that objective (or every objective if you omit it), leaving the objective itself intact for other players. To delete the objective entirely for everyone, use objectives remove <name> instead.

Can players set/add/operation target a selector like @a instead of one player?

Yes – the targets argument accepts any selector (@a, @e[type=minecraft:cow], a specific player name, a fake player name in quotes) exactly like other commands, so a single /scoreboard players add @a myObjective 1 increments the same objective for every online player at once.

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