5 Game Modes
FIVE custom game modes, each sponsored by a brand in the magfed space. Every mode runs under the same universal rules. Game modes are assigned by the referee draw during pool play and bracket stages.
MODE 01 — ANNIHILATION
Sponsored by TBD
Pure elimination. Each player has one life per round. No respawns, no objectives, no second chances. Last team with at least one active player standing wins the round. Two rounds per match. If rounds split 1-1, a five-minute sudden death round decides the match. A full wipe — eliminating all six opposing players in a single round — earns the team a bonus point.
Format: 2 rounds · 7 minutes per round · 1 life per player
MODE 02 — CARBON
Sponsored by TBD
Three hardpoints positioned along the 50-yard line. Only one point is active at a time, indicated by the referee. Hold the active point uncontested for three consecutive seconds to capture it, then score one point per second held. After two minutes of continuous control, the active point shifts to a new position. First team to reach 60 points wins the round. If time expires, the team with the highest point total takes the round. Two rounds per match.
Format: 2 rounds · 8 minutes per round · no respawns
MODE 03 — CTF
Sponsored by TBD
A single flag is placed at a random position on the 50-yard line. The flag goes live 60 seconds into the round
touching it before the timer is a penalty. Any active player can pick up and carry the flag while continuing to fire. If the carrier is eliminated the flag drops in place and either team can recover it. Carry the flag to the opposing team's spawn point and plant it on the ground to win the round. Two rounds per match. Format: 2 rounds · 10 minutes per round · no respawns
MODE 04 — VENOM
Sponsored by TBD
An attack and defense mode with a live explosive charge. Attackers must locate and arm the charge at one of two sites by holstering their marker and holding position for five seconds. Once armed, a 45-second detonation countdown begins. Defenders must holster their marker and hold the charge for eight consecutive seconds to defuse it. Four rounds per match — two attacking, two defending. Points are scored per round outcome and the team with the most cumulative points wins the match.
Format: 4 rounds · 7 minutes per round · no respawns
MODE 05 — PUSH SIEGE
Sponsored by TBD
A breach and secure format. Defenders are given 90 seconds to set up before the attacking team is released. Attackers must choose one of three marked entry corridors and physically reach and tag the objective inside the defended compound. The same corridor cannot be used in back-to-back rounds. Four rounds per match — two attacking, two defending. Points are awarded based on whether the objective is tagged or the opposing team is eliminated. Most cumulative points across all four rounds wins the match.
Format: 4 rounds · 7 minutes per round · 90-second defender prep · no respawns