Game Types and Maps

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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.

You do not need to memorise these rules, as the objectives and any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different game types, objectives, creatures, and special mechanics that may appear during play.

See Game Special Rules for the shared scenario mechanics, including respawns and additional rules.

1. Game Types

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 that can subdue the beast and return it 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 halftime wins the overall game, including the Beast.
Additional Rules

Respawns: Limited respawns, 5 respawns per player.

Recon: Yes

Game Requirements: Beast.

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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 halftime 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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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 central pillars as possible by binding their own relics to them.

Victory Conditions
  • The game will run until all 3 centre pillars are locked by player relics.
  • It takes 1 consecutive minute to bind each Relic.
  • Once a Relic has been bound on a centre pillar, it is locked and cannot 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 the scores until halftime.
  • The team with the most points won at halftime wins the overall game.
Additional Rules
  • This game uses the Relics 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.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.

Respawns: Yes

Recon: No

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

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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. An egg is on a pillar in the centre of the field.

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

Victory Conditions
  • The side that can hold the Egg for a cumulative 3 minutes first wins.
  • The team with the most rounds won at halftime wins the overall game.
Additional Rules
  • This game uses the Beast with Egg and Eggs special rules.
  • The Eggs rules may be replaced with the Blessed Egg, Minor Cursed Egg, or Major Cursed Egg rules.

Respawns: Yes

Recon: Yes

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

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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 opponent's 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 halftime wins the overall game.
Additional Rules

Respawns: Yes, except for Banner Bearer.

Recon: Yes

Game Requirements: 2 team banners.

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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 opponent's deployment zone, with the banner pole and both of the player's feet touching the ground to count.
  • The team with the most rounds won at halftime wins the overall game.
Additional Rules

Respawns: Yes

Recon: Yes

Game Requirements: 2 team banners.

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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 own pillar.

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

Victory Conditions
  • The side that can hold the Relic on their pillar for a cumulative 3 minutes first wins.
Additional Rules
  • This game uses the Relics and Relic Binding special rules.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.

Respawns: Yes

Recon: No

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

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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 halftime 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 teammate to resurrect them.
  • The player holding the banner can be healed, receive blessings or arcane wards, and be affected by spells as normal, including resurrection.
  • The player holding the banner does not gain any additional HP and uses their normal HP total.
  • Both banner and player must be in the attackers' deployment zone, with the banner pole and both of the player's feet touching the ground to count.
  • The team with the most rounds won at halftime 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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Hide and Seek

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

Side Balance: Sides are balanced, with a third side of Marauders.

Deployment: Each team begins in their own deployment zone. Marauders are split into the next 2 zones between the centre and the players' starting zones. The beast and the pillar with the egg are in the centre 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 that can hold the Egg for a cumulative 3 minutes first wins, including the NPCs.
  • A team scores 1 Victory Point for each round won. The NPCs may also score points.
  • The team with the most points won at halftime wins the overall game including the NPCs.
Additional Rules

Respawns: Yes

Recon: Yes

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

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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 halftime wins the overall game.
Additional Rules

Respawns: Yes

Recon: Yes

Game Requirements: 2 team banners, timer.

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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 central pillars as possible and bind them to their own pillars.

Victory Conditions
  • The game will run until all 3 relics are bound to their team's 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 cannot 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 the scores until halftime.
  • The team with the most points won at halftime wins the overall game.
Additional Rules
  • This game uses the Relics and Relic Binding special rules.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.

Respawns: Yes

Recon: No

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

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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. The attackers begin 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 opponent's deployment zone, with the banner pole and both of the player's 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 halftime wins the overall game.
Additional Rules

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes not the Banner Bearer

Game Requirements: 1 banner.

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Recruitment Drive

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

Side Balance: Sides are balanced, with a third side consisting of an odd number of Marauders.

Deployment: Each team begins in their own deployment zone. Marauders are in the centre 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 halftime wins the overall game.
Additional Rules

Respawns: Yes

Recon: Yes

Game Requirements: Marauders.

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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 opponent's 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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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 halftime wins the overall game.
Additional Rules

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes

Game Requirements: Beast, timer.

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Skulls of Command

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

Side Balance: Sides are balanced, with additional NPCs playing 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 opponent's side with Relics from the centre pillars, while also trying to avoid their own pillars being bound.

Victory Conditions
  • The game will run until a side binds both of their opponent's pillars and their opponent has no Arcane Servants active.
  • It takes 1 consecutive minute for a side to bind the Relic to a pillar.
  • The first side to bind both of their opponent's pillars and destroy their opponent's 2 Arcane Servants scores a point for the round.
  • If both sides lose all Arcane Servants simultaneously, the game ends in a draw.
  • The team with the most points won at halftime wins the overall game.
Additional Rules
  • This game uses the Relics, Relic Binding, and Burial Mounds special rules.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.
  • Modification to the Burial Mounds rule: Bound NPCs will only attack players on the opposing team.
  • Modification to the Burial Mounds rule: if an NPC is reduced to 0 HP, 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 may 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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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 opponent's banner holder and return it to their starting zone first, they win.
  • Both banner and player must be in their deployment zone, with the banner pole and both of the player's feet on the ground to count.
  • Stealing your opponent's banner without yours being moved scores your side 2 points.
  • Stealing your opponent's banner with yours being moved scores your side 1 point.
  • The team with the most points won at halftime 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 teammate to resurrect them.
  • The player holding the banner can be healed, receive blessings or arcane wards, and be affected by spells as normal, including resurrection.
  • The player holding the banner does not gain any additional HP and uses their normal HP total.
  • Each side may only touch their opponent's banner.

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes

Game Requirements: 2 banners, 2 banner holders.

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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 when 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 halftime wins the overall game.
Additional Rules

Respawns: Yes

Recon: Yes

Game Requirements: 2 team banners, timer.

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Take no Prisoners

Take no Prisoners
Outlast the opposing team and the Marauders.

Side Balance: Sides are balanced, with a third side of Marauders.

Deployment: Each team begins in their own deployment zone. Marauders are in the centre 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 remain alive.
  • A team scores 1 Victory Point for each round won. The NPCs may also score points.
  • The team with the most points won at halftime wins the overall game including the NPCs.
Additional Rules

Respawns: No

Recon: Yes

Game Requirements: Marauders.

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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 control a node, a team must have a player touching it 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 halftime 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 Surge

Every minute, a random Arcane Node surges. All players within 1 metre 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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The Ritual

The Ritual
Complete the ritual or rescue the sacrificial victim.

Side Balance: Sides are balanced. The defenders also have a Sacrificial Victim, who may be a kidnapped player from the opposing side or an 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 minutes, 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 halftime 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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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 own 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 Relics and Defended Relic special rules.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.

Respawns: Limited respawns, 3 respawns per player.

Recon: Yes

Game Requirements: 1 Relic and 2 pillars.

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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 own pillar.

Objective: Both sides are trying to capture the Relic from the centre pillar and plant the Relic on their opponent's pillar.

Victory Conditions
  • The side that can plant the Relic on their opponent's pillar first wins.
Additional Rules
  • This game uses the Relics special rules.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.

Respawns: Limited respawns, 3 respawns per player

Recon: No

Game Requirements: 1 Relic and 3 pillars.

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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 own pillar.

Objective: Both sides are trying to capture the Relic from the centre pillar and plant the Relic on their opponent's pillar.

Victory Conditions
  • The side that can plant the Relic on their opponent's pillar first wins.
Additional Rules
  • This game uses the Relics special rules.
  • The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.

Respawns: Limited respawns, 3 respawns per player

Recon: No

Game Requirements: 1 Relic and 3 pillars.

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2. Maps

Maps will be created and added over time, so check back when you can!

Where To Next?