Game Modes

Choose a mode card to view its full rules and details.

Bomb Defusal

Bomb Defusal

Two teams race to complete objectives across three relay points while defending captured zones.

Defuse the Bomb before it detonatesHard
ChatGPT Image Jul 13, 2026, 01_24_53 PM

Quick Information

Number of Teams

2

Recommended Players

20-30

Game Duration

20 minutes

Rounds

2

Respawn Type

Group Respawn

Required Props

Bomb & Intel Documents

Field Type

Mixed Woodland + CQB

Referee Required

Yes

Game Overview

This mode focuses on fast team coordination and objective control. Teams move between relay points, protect active carriers, and deny enemy progress while preserving ticket count.

Teams

Team 1

Defusal Team

Team will be split to offence and defence

Starting Location
Inside the Field
Main Objective
Capture intel to decipher the data and get the access code for the bomb to defuse it.
Winning Condition
Bomb is defused before detonation.
Respawn Rules
Respawn in pairs.
Special Rules
Bomb cannot be moved
Equipment / Props
1x Bomb
Team 2

Terrorist Team

Prevent Defusal team from gathering intel and hinder their progress.

Starting Location
Within the field
Main Objective
Defend intel to prevent other team from gathering information.
Winning Condition
Bomb is detonated.
Respawn Rules
Respawn in pairs
Special Rules
Do not move intel and do not camp the bomb area. Once all intel is gathered, the terrorists can make a full assault on the bomb area.
Equipment / Props
None

How the Game Works

  1. Teams move to starting positions

    5 min

    Referee confirms objective props are ready.

  2. Game Starts

    Teams scramble to find intel.

  3. Team Objectives

    20 min

    Teams work on their objectives to ensure their mission is completed.

Winning Conditions

Bomb is detonated or defused

Defusal Team

Bomb is defused before detonation.

Terrorist Team

Bomb is detonated.

Draw: None

Rules

Shared Rules

    Team-Specific Rules

    • Defusal Team: Defence Team

      2-5 people should be assigned to guard the bomb area and prevent enemies getting close.

      Standard
    • Terrorist Team: Do not touch props

      Team is not to touch or move intel or the bomb

      Standard
    • Terrorist Team: Do not camp the Bomb

      Team is not to camp the bomb area.

      Standard
    • Defusal Team: Gather intel

      Take all intel back to the bomb area and work as a team to decipher the code.

      Important

    Props and Equipment

    Bomb

    1 | Defusal Team

    Place in defensive area

    Defusal Intel

    4 | Defusal Team

    Collect all

    Respawn Rules

    Respawn Enabled
    Yes
    Respawn Type
    Pairs
    Respawn Delay
    None
    Respawn Location
    Team-specific spawns
    Lives / Tickets
    Unlimited

    Additional Notes

    Use this mode as-is or adjust objectives for night games and smaller teams.

    Sections0
    Team Blocks0
    Details Blocks0

    Teams

    No team-specific sections yet.

    Mode Details

    No detailed sections yet.

    Confirmed Kill

    Confirmed Kill

    Two teams race to complete objectives across three relay points while defending captured zones.

    Collection GameIntermediate
    First-person view of a battlefield at sunset, with a glowing dog tag between soldiers under fire and a helicopter overhead

    Quick Information

    Number of Teams

    2

    Recommended Players

    20-40

    Game Duration

    10 – 15 minutes

    Rounds

    2

    Respawn Type

    Unlimited

    Required Props

    Dogtags

    Referee Required

    No

    Game Overview

    This game is a spin on the popular Kill Confirmed game mode where you collect dogtags of fallen enemies.

    Teams

    How the Game Works

    1. Teams move to starting positions

      Referee confirms team counts, safety check, and objective props.

    2. Referee starts the game

      Timer begins and teams move to standard Team Deathmatch form.

    3. Teams attempt to collect as many dogtags as possible

      Teams claim a trophy from their kills by removing the dogtags of any downed enemies they find and wearing them with pride.

    Winning Conditions

    Team with most dogtags at the end of the game wins.

    Draw: Draw if both teams have the same number of dogtags

    Rules

    Shared Rules

    • Hit Calls

      When hit, if you have dogtag(s) you kneel and await respawn by a team member (touch the shoulder). In the downed state your dogtag(s) can be taken at any time. If you have no dogtags, raise your hand, call hit and return to spawn.

      Important
    • Dogtag Collection

      You can collect all dogtags worn by a downed player.

      Important

    Team-Specific Rules

      Props and Equipment

      Dogtags

      1 for each player | All Teams

      Worn around the neck on long paracord

      Referee should verify all members have their dogtags worn and are easily removable without bodily harm.

      Respawn Rules

      Respawn Enabled
      Yes
      Respawn Type
      Medic / Spawn
      Respawn Delay
      None
      Respawn Location
      Medic if you have dogtags, spawn if you don’t
      Lives / Tickets
      Unlimited

      If you have any umber of dogtags you take a knee and await a medic when hit. If you have no dogtags then return to spawn with hand raised.

      Additional Notes

      Sections1
      Team Blocks0
      Details Blocks1

      Teams

      No team-specific sections yet.

      Mode Details

      Game Duration

      10 Minutes

      Stormtrooper Raid

      Stormtrooper Raid

      Two teams race to complete objectives across three relay points while defending captured zones.

      Capture the Defensive CheckpointIntermediate
      ChatGPT Image Jul 13, 2026, 11_24_01 AM

      Quick Information

      Number of Teams

      2

      Recommended Players

      20-40

      Game Duration

      15 minutes

      Rounds

      2

      Required Props

      Checkpoint Unit

      Referee Required

      No

      Game Overview

      This game is a different spin on team fortress where the assault team can use full auto, but must hip fire.

      Teams

      Team 1

      Stormtroopers

      Aggressive forward team focused on checkpoint capture.

      Starting Location
      Field Entrance
      Main Objective
      Capture checkpoint as fast as possible.
      Winning Condition
      Capture checkpoint before time runs out.
      Respawn Rules
      Unlimited Respawns
      Special Rules
      Team can only walk and hip-fire in full auto.
      Equipment / Props
      Team 2

      Defence Team (Rebels)

      Defensive team must hold checkpoint for as long as possible.

      Starting Location
      Any Defensive point inside the field.
      Main Objective
      Hold out until the timer reaches zero.
      Winning Condition
      Checkpoint is not captured when the timer reaches zero.
      Respawn Rules
      No Respawns
      Special Rules
      Semi-auto firing only, but can use sights and optics.
      Equipment / Props
      Checkpoint Unit

      How the Game Works

      1. Defence Team enters the field and moves to their selected defence area

        5 min

        Team sets up a defensive perimeter inside the field with the local unknown to the assault team.

      2. Stormtroopers enter the field

        15 min

        Once the 5 minute timer reaches zero the team enters the field to begin searching for the rebel base and begin their assault.

      3. Game over

        Game ends if either the checkpoint is capture or timer reaches zero.

      Winning Conditions

      Checkpoint is captured or time runs out.

      Stormtroopers

      Capture checkpoint before time runs out.

      Defence Team (Rebels)

      Checkpoint is not captured when the timer reaches zero.

      Draw: None

      Tiebreaker: Closest active relay ownership at final whistle.

      Rules

      Shared Rules

        Team-Specific Rules

        • Stormtroopers: Shooting Style

          Full-auto firing but only shooting from the hip. Team is not to aim down the sights but just try to lead their shots looking at where they go.

          Important
        • Defence Team (Rebels): Shooting Style

          Team can use weapon sights and optics. but can only fire in semi-auto.

          Important
        • Defence Team (Rebels): Join the Stormtroopers

          When hit. the defence team moves to the stormtroopers spawn with hand raised and then joins the assault.

          Important

        Props and Equipment

        Checkpoint Unit

        2 | All Teams

        Place one at the field entrance and one with the defence team.

        Both Checkpoint Units should be synced before game begins.

        Respawn Rules

        Respawns are disabled for this mode.

        Additional Notes

        Use this mode as-is or adjust objectives for night games and smaller teams.

        Sections0
        Team Blocks0
        Details Blocks0

        Teams

        No team-specific sections yet.

        Mode Details

        No detailed sections yet.