---
type: explanation
title: Troop overrides
summary: How a troop sets game customization and white-label once as a baseline that every site key in it inherits, and how a key overrides an exception.
---

A troop is where you set customization **once** for the whole team. Rather than configuring every site key by hand, you author a baseline on the troop, and every key in it inherits the result. A key can then override just the exceptions it needs. This is the troop's main day-to-day value beyond holding keys: one place to set the brand, many keys that follow it.

Authoring troop-wide overrides needs the **manage** [permission](/docs/troops/permissions) (they are troop administration). Overriding a single site key, by contrast, needs only **edit** on that key.

## What a troop can override

- **Game customization.** Set a game's [language](/docs/game-customization/locale), [skin](/docs/game-customization/skin), and [configuration](/docs/game-customization/configurations) on the troop, and every key that runs that game inherits them. See the [game customization overview](/docs/game-customization/overview).
- **White-label (Apex).** Set the widget shell's [wording, colors, brand mark, and links](/docs/widget-customization/white-label) on the troop, and every key's widget renders them.

Both are authored from the troop's own settings, the same editors a site key uses, just one level up.

## How inheritance resolves

Overrides resolve **most-specific-wins**, per value:

```mermaid
graph TD
  B["Game or shell default<br/>(bundled)"]
  T["Troop override<br/>(the baseline you set)"]
  S["Site-key override<br/>(the per-key exception)"]
  B --> T --> S
  S --> R["What the visitor sees"]
```

A site-key value beats the troop value, which beats the bundled default, computed one value at a time. So a site key can change a single color while inheriting everything else from the troop, which in turn inherits from the game. The practical pattern: set the brand once on the troop, then override only the genuine exceptions on individual keys.

This is the same resolution a single key uses, described in full under [game customization scopes](/docs/game-customization/overview#troop-and-site-key-scope); the troop is simply the baseline layer in it.

## Plan tiers

The override axes unlock at the same plans they do for a single key: game configuration on every paid plan, game language and skin from Alpha, and white-labeling the shell on Apex. The [game customization tier table](/docs/game-customization/overview#what-applies-and-on-which-plan) is the reference.

## See also

- [Game customization](/docs/game-customization/overview): the per-axis editors and the scope model.
- [White-label the widget](/docs/widget-customization/white-label): the Apex shell overrides a troop can set.
- [Permissions and scope](/docs/troops/permissions): the manage and edit permissions this needs.
