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Game Types and Maps

From Wizards and Warlords
Revision as of 04:02, 6 October 2026 by Aurelian (talk | contribs)

Weekly games use a variety of objectives, from capturing banners and binding relics to rescuing prisoners and confronting dangerous creatures. Select a game below to read its deployment, victory conditions, and additional rules.

Respawns, Recon, and any special rules in use will be explained during the game briefing. See Game Special Rules for the shared scenario mechanics.

1. Game Types

1.1. King of the Hill

King of the Hill
Control the central Hill with your banner and score at timed intervals.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their banner in their possession.

Objective: Each side must attempt to control the Hill by placing their banner inside the central capture zone while also trying to prevent the opposing side from contesting or controlling the Hill while defending their own banner.

Victory Conditions
  • Each round lasts 5 minutes.
  • The Hill is scored at the following time marks: 2, 4 and 5 minutes, for a possible total of 3 points.
  • A team scores 1 point at each scoring time if their banner is inside the Hill, and the opposing team’s banner is not inside the Hill at that time.
  • If both teams’ banners are inside the Hill at a scoring time, the Hill is considered contested and no points are awarded.
  • Points scored during the round are tallied.
  • The team with the most total points at half time wins the overall game.
Additional Rules

This game uses the Standard of Command rules.

Respawns: Yes

Recon: Yes

Game Requirements: 2 team banners, timer

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1.2. Take and Hold

Take and Hold
Hold the Banner Point uncontested for a cumulative three minutes.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their banner in their possession.

Objective: Each team is trying to plant their banner at the Banner Point and hold it there for a cumulative total of 3 minutes. Only time where an uncontested Standard Bearer is actively holding the banner at the Banner Point counts toward this total.

Victory Conditions
  • A team immediately wins once they have held their banner at the Banner Point for a total of 3 minutes.
  • The 3 minutes do not need to be consecutive. Time held accumulates over the course of the game.
  • If both teams’ banners are inside the Banner Point it is considered contested and neither side gains any time until one leaves.
  • The team with the most rounds won at half time wins the overall game
Additional Rules

This game uses the Standard of Command rules.

Respawns: Yes

Recon: Yes

Game Requirements: 2 team banners, timer

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1.3. First Claim

First Claim
Carry your banner into the opposing deployment zone.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their banner in their possession.

Objective: Each team is trying to plant their banner in the opposing team’s deployment zone.

Victory Conditions
  • The first team to successfully plant their banner wins the game.
  • Both banner and player must be in the opponents deployment zone, with banner pole and players 2 feet touching the ground to count.
  • The team with the most rounds won at half time wins the overall game
Additional Rules

This game uses the Standard of Command rules.

Respawns: Yes

Recon: Yes

Game Requirements: 2 team banners

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1.4. Envoys

Envoys
Defeat the opposing banner bearer while protecting your own.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their banner in their possession.

Objective: Each team is trying to kill their opponents banner bearer

Victory Conditions
  • The first team to successfully kill their opponent's banner bearer wins the game.
  • The team with the most rounds won at half time wins the overall game
Additional Rules

This game uses the Standard of Command rules.

Respawns: Yes, except for Banner Bearer.

Recon: Yes

Game Requirements: 2 team banners

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1.5. Reclaim the Hill

Reclaim the Hill
Plant the attacking banner in the defenders' deployment zone before the attackers are eliminated.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone. Attackers with their banner in their possession.

Objective:

  • Attackers must carry their faction’s banner and plant it in the Defenders’ deployment zone to claim victory.
  • Defenders must eliminate all Attackers before the banner is planted
Victory Conditions
  • Attackers win if they can plant the banner in the Defenders’ deployment zone.
  • Both banner and player must be in the opponents deployment zone, with banner pole and players 2 feet touching the ground to count.
  • Defenders win if they eliminate all Attackers before the banner is planted
  • The team with the most rounds won at half time wins the overall game
Additional Rules

This game uses the Banner Bearer rules.

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes, not the Banner Bearer

Game Requirements: 1 banner

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1.6. Steal the Flag

Steal the Flag
Steal the opposing banner and return it to your starting zone.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their banner in their banner holder.

Objective: Both sides are trying to capture their opponent's flag and return it to their side's starting zone.

Victory Conditions
  • If a side can take the banner from their opponents banner holder and return it to their starting zone first they win.
  • Both banner and player must be in their deployment zone, with banner pole and players 2 feet on the ground to count.
  • Stealing your opponents banner without yours being moved scores your side 2 points.
  • Stealing your opponents banner with yours being moved scores your side 1 point..
  • The team with the most points won at half time wins the overall game
Additional Rules
  • The player holding the banner may not hold anything else in that hand.
  • The player holding the banner may not run. They must walk or move at a steady, moderate pace.
  • The banner may be passed to another teammate at any point during the round.
  • If the player holding the banner is reduced to 0 HP they must drop to one knee and wait for a teammate to come and take the banner from them, or for a team mate to resurrect them.
  • The player holding the banner can be healed and receive blessings or arcane wards, and are affected by spells as normal including resurrection.
  • The player holding the banner does not gain any additional HPs, and are on the amount the player would normally have.
  • Each side may only touch their opponents banner.

Respawns: Limited respawns, 3 respawns per player..

Recon: Yes,

Game Requirements: 2 banners, 2 banner holders

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1.7. Capture the flag

Capture the flag
Seize the defenders' banner and wave it five times.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone, with the defenders banner in their banner holder.

Objective: Attackers are trying to capture their opponent's flag. Defenders are trying to prevent that from happening.

Victory Conditions
  • Attackers win if they can take the banner from the defender's banner holder and wave it 5 times.
  • Defenders win if they eliminate all Attackers before the banner is captured.
  • The team with the most rounds won at half time wins the overall game
Additional Rules
  • Only Attacking players may remove the banner from its holder.
  • The Attacking player holding the banner may not hold anything else in either hand.
  • The Attacking player must wave it from left to right 5 times to count a victory.
  • If killed before the 5 waves are complete the Attacking player must put the flag back into the holder before another Attacking player can attempt to wave it again.

Respawns: Limited respawns, 3 respawns per player..

Recon: Yes,

Game Requirements: 1 banner and 1 banner holder

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1.8. For Honour

For Honour
Recover the attackers' banner and return it to their deployment zone.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone, with the attackers banner in the defenders banner holder near their deployment zone

Objective: Attackers are trying to capture their flag and return it to their deployment zone. Defenders are trying to prevent that from happening.

Victory Conditions
  • Attackers win if they can take the banner from the defender's banner holder and return it to their own deployment zone. .
  • Defenders win if they eliminate all Attackers before the banner is captured and returned.
  • The team with the most rounds won at half time wins the overall game
Additional Rules
  • Only Attacking players may remove the banner from its holder.
  • Only attacking players may carry the banner.
  • The player holding the banner may not hold anything else in that hand.
  • The player holding the banner may not run. They must walk or move at a steady, moderate pace.
  • The banner may be passed to another teammate at any point during the round.
  • If the player holding the banner is reduced to 0 HP they must drop to one knee and wait for a teammate to come and take the banner from them, or for a team mate to resurrect them.
  • The player holding the banner can be healed and receive blessings or arcane wards, and are affected by spells as normal including resurrection.
  • The player holding the banner does not gain any additional HPs, and are on the amount the player would normally have.
  • Both banner and player must be in the attackers deployment zone, with banner pole and players 2 feet touching the ground to count.
  • The team with the most rounds won at half time wins the overall game

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes,

Game Requirements: 1 banner and 1 banner holder

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1.9. Treasure Hunt

Treasure Hunt
Steal the defenders' relic and deliver it to your own pillar.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their sides pillar.

Objective: Attackers are trying to steal the Relic from the defenders pillar and return it to their own pillar. Defenders are trying to prevent this

Victory Conditions
  • Attackers win if they can steal the relic and place it on the pillar in their deployment zone.
  • Defenders win if they can kill all the Attackers before they achieve their victory condition.
Additional Rules
  • This game uses the Relic and Defended Relic Special rules.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes,

Game Requirements: 1 Relic and 2 pillars.

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1.10. We Don't Want It

We Don't Want It
Take the central relic and plant it on the opposing pillar.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their sides pillar.

Objective: Both sides are trying to capture the Relic from the center pillar and plant the Relic on their opponents pillar.

Victory Conditions
  • The side who can plant the Relic on their opponents pillar first wins
Additional Rules
  • This game uses the Relic Special rules.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic

Respawns: Limited respawns, 3 respawns per player

Recon: No

Game Requirements: 1 Relic and 3 pillars.

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1.11. First Impressions

First Impressions
Hold the central relic on your pillar for a cumulative three minutes.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with their sides pillar.

Objective: Both sides are trying to capture the Relic from the center pillar and plant the Relic on their sides pillar for a cumulative total of 3 mins.

Victory Conditions
  • The side who can hold the Relic on their pillar for a cumulative 3 minutes first wins
Additional Rules
  • This game uses the Relic and Relic Binding Special rules.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic

Respawns: Yes

Recon: No

Game Requirements: 1 Relic and 3 pillars, 2 timers.

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1.12. Loot and Pillage

Loot and Pillage
Capture and bind numbered relics to your team's pillars.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with 3 pillars.

Objective: Both sides are trying to capture as many of the 3 Relics from the center pillars, and Bind them to their own sides pillars.

Victory Conditions
  • The game will run until all 3 relics are bound to players pillars.
  • It takes 1 consecutive minute to Bind each Relic.
  • Once a Relic has been bound to a side’s pillar it is locked and can not be removed by either side.
  • Each Relic will be numbered, and each pillar will be secretly numbered (marshals will have a map)
  • If a team Binds a Relic to a pillar on their side they will score 1 point.
  • If the number on the relic matches the secret number of the pillar the score is increased to 3 points for that relic.(players will not be told scores until half time)
  • The team with the most points won at half time wins the overall game
Additional Rules
  • This game uses the Relic and Relic Binding Special rules.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic

Respawns: Yes

Recon: No

Game Requirements: 3 Numbered Relics and 9 pillars, 3 timers

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1.13. Claimed by Might

Claimed by Might
Bind your numbered relics to the central pillars.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone with 3 pillars and 3 numbered Relics

Objective: Both sides are trying to capture as many of the 3 center pillars, and Binding them with their own sides Relics.

Victory Conditions
  • The game will run until all 3 center pillars are locked by player relics.
  • It takes 1 consecutive minute to Bind each Relic.
  • Once a Relic has been bound on a center pillar it is locked and can not be removed by either side.
  • Each Relic will be numbered, and each pillar will be secretly numbered (marshals will have a map)
  • If a team binds a Relic to a pillar, they will score 1 point.
  • If the number on the relic matches the secret number of the pillar the score is increased to 3 points for that relic.(players will not be told scores until half time)
  • The team with the most points won at half time wins the overall game
Additional Rules
  • This game uses the Relic and Relic Binding Special rules.
  • Modification to the Relic Binding rule, If the player who placed a Relic is reduced to 0 HP while Binding the Relic, their spirit immediately returns the Relic to their side’s pillar before proceeding to respawn.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic

Respawns: Yes

Recon: No

Game Requirements: 3 Numbered Relics and 9 pillars, 3 timers

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1.14. Valley of the Ancients

Valley of the Ancients
Imprint the central relic while surviving the Arcane Servants.

Side Balance: Sides are balanced, plus extra NPC’s for Arcane Servants.

Deployment: Each team begins in their own deployment zone,

Objective: Both sides are trying to capture the Relic from the center pillar, and Imprint it to their side, while also trying to avoid being killed by Arcane Servants.

Victory Conditions
  • The game will run until either side imprints the Relic or both sides are killed by the Arcane Servants.
  • It takes 3 cumulative minutes for a side to Imprint the Relic.
  • A side will score 1 point for each successful round they can imprint the Relic.
  • If both sides are killed by the Arcane servants before imprinting the relic then points are awarded to the NPC’s for that round.
  • The team with the most points won at half time wins the overall game, including NPC’s
Additional Rules
  • This game uses the Relic, Imprint and Burial mounds Special rules.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic
  • Each pillar other than the pillar the Relic starts on is considered a burial mound for this scenario.
  • This game may have from 2 - 8 burial mounds
  • Burial mounds contain Arcane servants that use the rules as presented in the Arcane Magic Spell list.
  • Arcane servants can be, Minor Arcane Servant - Attack, Arcane Servant - Attack, or Greater Arcane Servant

Respawns: Limited respawns, 5 respawns per player.

Recon: Yes

Game Requirements: 1 Relic, 3 to 9 pillars,

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1.15. Skulls of Command

Skulls of Command
Bind the opposing pillars and destroy their Arcane Servants.

Side Balance: Sides are balanced, plus extra NPC’s for Arcane Servants.

Deployment: Each team begins in their own deployment zone with 2 pillars and 2 arcane servants. ,

Objective: Both sides are trying to capture and bind the 2 pillars on their opponents side with Relics from the center pillars, while also trying to avoid their own Pillars being Bound.

Victory Conditions
  • The game will run until a side binds both of their opponents Pillars and their opponent has no Arcane servants active.
  • It takes 1 consecutive minutes for a side to Bind the Relic to a pillar.
  • The first side to bind both of their opponents pillars and destroy their opponents 2 Arcane servants scores a point.for the round.
  • If both sides lose all Servants simultaneously, the game ends in a draw.
  • The team with the most points won at half time wins the overall game
Additional Rules
  • This game uses the Relic, Relic Binding and Burial mounds Special rules.
  • Relic rules can be substituted for Blessed Relic, Minor Cursed Relic or Major Cursed Relic
  • Modification to the Burial mounds rule. Bound NPCs will only attack opposition teams players.
  • Modification to the Burial mounds rule. If an NPC is reduced to 0HP’s they will return to their starting Burial mound and may be released again unless their burial mound has had a relic bound to it. If it has then they can no longer participate in that round.
  • Burial mounds contain Arcane servants that use the rules as presented in the Arcane Magic Spell list.
  • Arcane servants can be, Minor Arcane Servant - Attack, Arcane Servant - Attack, or Greater Arcane Servant

Respawns: Yes

Recon: Yes

Game Requirements: 3 Relics, 7 pillars,

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1.16. The Ritual

The Ritual
Complete the ritual or rescue the sacrificial victim.

Side Balance: Sides are balanced, plus defenders have a Sacrificial Victim, can be a player kidnaped player from the opposing side or NPC

Deployment: Each team begins in their own deployment zone. The defenders have 1 pillar and the Sacrificial Victim

Objective: The defenders are trying to complete their ritual and the attackers are trying to save the Sacrificial Victim.

Victory Conditions
  • The defenders win if they can complete their ritual in 3 mins, or if they recapture the Sacrificial Victim and return them to the pillar.
  • The attackers win if they can free and get the Sacrificial Victim to their starting zone.
  • A victory scores 1 point.
  • The team with the most points won at half time wins the overall game
Additional Rules

The Sacrificial Victim

  • The Sacrificial Victim begins the game tied to a pillar and may not move unless freed.

The Ritual

  • The ritual countdown is 3 Cumulative minutes.
  • It continues as long as at least one defender is in physical contact with a hand on the pillar.
  • If the defender conducting the ritual is attacked, they must stop the ritual to defend themselves.
  • The Sacrificial Victim may not be used as a shield and may not be intentionally harmed.

Freeing the Sacrificial Victim The Sacrificial Victim may get free in one of two ways:

  • An attacker places a hand on the pillar, uncontested, and counts to 5.
  • If no defenders are in contact with the pillar, the Sacrificial Victim may attempt to escape by counting to 30 uninterrupted.
  • If a defender makes contact with the pillar and then moves away the counting begins again from zero.
  • Once freed, the Sacrificial Victim may move at a walking pace only.
  • The attacking side wins if the Sacrificial Victim reaches the attackers’ starting zone.

Recapturing the Sacrificial Victim

  • If any defender makes uncontested physical contact with the Sacrificial Victim, the victim is considered recaptured.
  • Defenders may then escort the Sacrificial Victim back to the pillar.
  • If the Sacrificial Victim has passed the halfway point of the field and is recaptured, and the defenders successfully return them to the defenders’ Starting Zone, the victim is sacrificed immediately and the defenders win the game.

Special Note Neither side may attack the Sacrificial Victim with weapons, spells, or missile fire. The victim is too valuable to be intentionally harmed by either faction unless sacrificed correctly.

Respawns: Limited respawns, 5 respawns per player.

Recon: Yes

Game Requirements: Victim, 1 pillar, timer

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1.17. The Arcane Storm

The Arcane Storm
Control Arcane Nodes to score points while surviving their surges.

Side Balance: Sides are balanced,

Deployment: Each team begins in their own deployment zone. Three Arcane Nodes are scattered across the battlefield.

Objective: Both teams are trying to control as many Arcane Nodes as possible and maintain control over them to score victory points.

Victory Conditions
  • The round lasts 5 minutes.
  • Victory Points are scored at the 2, 4, and 5 minute marks.
  • At each scoring time, a team scores 1 Victory Point per Arcane Node they control.
  • To be in control a side needs to have one of their players touching the node uncontested
  • If both teams are touching a node at a scoring time, that node is contested and scores no points.
  • The team with the most points won at half time wins the overall game
Additional Rules

Node Control A node is only controlled while a living player is in physical contact with it. If the controlling player is reduced to 0 HP or removes their hand, the node immediately becomes neutral. If players from both teams are touching the node, it is contested. Arcane SurgeEvery Minute, a random Arcane Node surges.All players within 1 meter of that node take 2 HP damage unless they have Arcane Armour or are Blessed.

Respawns: Limited respawns, 5 respawns per player.

Recon: Yes

Game Requirements: 3 pillars, timer

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1.18. Capture the Beast

Capture the Beast
Subdue the roaming Beast and bring it to your starting zone.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone. The Beast is roaming the battlefield.

Objective: Both sides are trying to capture the beast and subdue it.

Victory Conditions
  • The side who can subdue the beast and return it back to their starting zone wins the game.
  • If neither side can subdue it, the NPCs win the round.
  • The team with the most rounds won at half time wins the overall game, including the Beast.
Additional Rules
  • This game uses the Wild Beast Special rules.

Respawns: Limited respawns, 5 respawns per player.

Recon: Yes

Game Requirements: Beast.

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1.19. Release the Beast

Release the Beast
Free the captured Beast and defeat the defenders.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone. The beast is captured on the defender's side of the field.

Objective: The Attackers are trying to reach and free The Beast. The Defenders are trying to prevent this.

Victory Conditions
  • The Attackers win if they can free the beast and kill all the defenders.
  • The Defenders win if they can prevent the Attackers from reaching the beast for 5 minutes or if they can kill The Beast once it is released.
  • The team with the most rounds won at half time wins the overall game
Additional Rules
  • This game uses the Captured Beast Special rules.

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes

Game Requirements: Beast, timer

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1.20. Egg Hunt

Egg Hunt
Capture and hold the Egg while a Beast roams the battlefield.

Side Balance: Sides are balanced

Deployment: Each team begins in their own deployment zone. The beast is roaming wild in the field. A egg is on a pillar in the center of the field.

Objective: Both sides are trying to capture the Egg from the center pillar and hold it for a cumulative total of 3 mins.

Victory Conditions
  • The side who can hold the Egg for a cumulative 3 minutes first, wins
  • The team with the most rounds won at half time wins the overall game
Additional Rules
  • This game uses the Beast with Egg and Egg Special rules.
  • Egg rules can be substituted for Blessed Egg, Minor Cursed Egg or Major Cursed Egg

Respawns: Yes

Recon: Yes

Game Requirements: Beast, 2 timers, 1 pillar 1 egg.

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1.21. Recruitment Drive

Recruitment Drive
Subdue Marauders and bring them to your starting zone.

Side Balance: Sides are balanced, plus a third side of marauders must be an odd number

Deployment: Each team begins in their own deployment zone. Marauders are in the center of the battlefield.

Objective: Both teams are trying to capture and subdue as many Marauders as possible.

Victory Conditions
  • The round lasts until all marauders are subdued and are taken to starting zones.
  • A team scores 1 Victory Point per Marauder they control.
  • The team with the most points won at half time wins the overall game
Additional Rules

This game uses the Marauder and the Subdued Marauder Special rules.

Respawns: Yes

Recon: Yes

Game Requirements: Marauders

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1.22. Take no Prisoners

Take no Prisoners
Outlast the opposing team and the Marauders.

Side Balance: Sides are balanced, plus a third side of marauders.

Deployment: Each team begins in their own deployment zone. Marauders are in the center of the battlefield.

Objective: Both sides and the Marauders are trying to kill all their enemies and be the last to survive

Victory Conditions
  • The round lasts until only one team, or the Marauders are left alive. .
  • A team scores 1 Victory Point per round they win including the NPCS
  • The team with the most points won at half time wins the overall game including the NPCS
Additional Rules

This game uses the Marauder and Special rules.

Respawns: No

Recon: Yes

Game Requirements: Marauders

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1.23. Hide and Seek

Hide and Seek
Hold the Egg while competing with the opposing team and Marauders.

Side Balance: Sides are balanced, plus a third side of marauders

Deployment: Each team begins in their own deployment zone. Marauders are split into the next 2 zones between the center and the players starting zone. The beast and the pillar with the egg are in the center of the battlefield.

Objective: Both sides and the Marauders are trying to Capture and hold the Egg for a cumulative 3 minutes.

Victory Conditions
  • The side who can hold the Egg for a cumulative 3 minutes first, wins, including the NPCS
  • A team scores 1 Victory Point per round they win including the NPCS
  • The team with the most points won at half time wins the overall game including the NPCS
Additional Rules
  • This game uses the Marauder, Marauder Healer,Beast with Egg and Egg Special rules.
  • Egg rules can be substituted for Blessed Egg, Minor Cursed Egg or Major Cursed Egg

Respawns: Yes

Recon: Yes

Game Requirements: Marauders, pillar, egg, Beast, 3 timers

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1.24. Regicide

Regicide
Protect your Regent and slay the opposing Regent to disable enemy respawns.

Side Balance: Sides are balanced.

Deployment: Each team begins in their own deployment zone.

Objective: Both sides are trying to slay their opponents Regent and be the last side alive

Victory Conditions

The round ends when only one side remains on the battlefield. A team scores 1 Victory Point for each round won. The side with the most Victory Points at halftime wins the overall game.

Additional Rules
  • At the start of each round each team must secretly choose one player to serve as their Regent.
  • The Regent must be protected at all costs. While a team's Regent remains alive, all players on that side may respawn normally. Once the Regent is slain, that team immediately loses the ability to respawn.
  • Each team's Regent begins the round with 12 Hit Points.
  • The Regent may be healed normally. However, once the Regent is slain, the team's respawn ability is permanently lost for the remainder of that round.

Respawns: Yes, players may respawn while their Regent remains alive.

Recon: Yes

Game Requirements: 1 Regent per team.

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