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  • Soccer/Football — There are 2 nets on both sides of the map. Team 1 grabs the flag and either passes it to a player on the same team, or throws it in Team 2's net. The opposite team tries to prevent the flag from going into the net. Once a player has the flag, that player cannot move with it, but can move before catching it and can intercept the flag while moving. There are usually 1 goalkeeper and 4 field players, and there is no shooting. (Japanese soccer is a bit different—players can move once after taking the flag. Japanese soccer is also friendlier, since it doesn't count goals, and so it is highly recommended for players with high ping time.) As a reference, there are many variations of this game, including, but not limited to: tennis, air hockey, hockey, basketball, and possibly volleyball.
  • Paintball — There are 2 teams; players start off in a base of some sort. Players lose Health Power (HP) in the base until they reach 20% HP in normal mode; once everyone has lost HP, and when the map's creator approves of it, players rush onto the playing area and attack the opposing team, playing until all team members die. Once dead, players wait in the base. If a player is left standing, the player must return to base. If a team wins 1 round, it earns 1 point. Players can also win a round by grabbing a flag and returning it to base. Survivor mode is played with players with 20% HP that may come out when ready and don't have to wait if killed, and the game ends when a team brings the opponent's flag to their base. One version of this highly popular game is called "Kings Paintball" (Kings PB). The rules are similar, except that each team has one "king", each whom have 40% health instead of the usual 20%. The goal is to destroy the opposing team's king, resulting in an automatic win. If no king is killed, then the win of a team is based on that team's score, just as in regular pb. Often invaded by players (Newbies, Noobs, Jerks), who don't want to lose their health.
  • Xtreme Archers Blood (XAB) — There are 2 teams and usually 8 hearts on a field, which are usually located in a base. There are 4 hearts for each team. Both teams have to try and destroy the other team's hearts and move them out of their bases. Players must lose 60% HP and therefore only have 40% HP. The first team to destroy the opponents' hearts wins the match.
  • Elite Archers Blood (EAB) — There are 2 teams on a field, and they both start off on one side of the field. Only 2 players can come in at a time: 1 red and 1 blue tank, who then fight each other. The winner stays on the field and the loser respawns and cannot fight again until the game is over. After the winner has beaten the loser, the next person, on the team with the loss, comes in and fights the winner. You continue this until the entire roster of one team has been eliminated.
  • Defend The Base (DTB) — There are 2 teams that battle for a base. The team that has the base at the end wins. If there is a close amount of players from both sides, players work it out with a rematch. The game mode has been known to be extremely time-consuming.
  • Kibasen (騎馬戦) — 2 teams scurry onto the field; 1 person on each side is the flag master, or "shogun." The shogun, who is unarmed, passes the flags out to his team. Both shoguns agree on a time to begin the battle, the people holding the flags, or the "horses" run out when start is called. Players must defeat the shogun and all enemies to win. If a player loses a flag, the player is immobilized until a flag is passed. Once a player dies, the player becomes a spectator.
  • Zombie — Zombies have 60% health, and the humans ("survivors") have 20%. The zombie can only fire bullets; survivors are the only ones that can shoot bombs. Players who are shot by a zombie become zombies. Survivors can't kill each other, and the same goes for zombies. Survivors who are accidentally shot by their own bombs do not turn into a zombies, but they do if the bombs were shot at a zombie. If a zombie has 20% health, it must suicide to avoid confusion.
  • Run Gangsta Run (RGR) — There are 2 teams. One team (normally the red team) loses 80% health from the start, and its aim is to run through a specific path using obstacles to hide behind, while dodging bullets from the opposition, who have 100%. It is important to note that the shooting team is in an isolated area, and cannot move outside of it. The running team has to make its way through the path to try to reach a flag. If one of its players successfully reaches the flag, the team wins; if they all fail to reach the flag in the allowed time limit, the shooting team wins. The winning team usually depends on the ability of the shooting team to hit moving targets.
  • Suicide — This is the reverse of normal gameplay; two teams start out in a map filled with explosive barrels, trying to suicide by driving into the barrels as many times as possible before time runs out. Each team can prevent the other team from suiciding by shooting and destroying barrels that enemies try to reach. The team with the most points (each time someone is killed on a team, the game adds one point to the opposite team.) loses. It is suggested to use a map with at least two walls (barriers) facing inward (to make it so shots go through the walls) next to the black part of the map, in order to prevent suiciding on the edge of the black.
  • Baseball — This game is played in a baseball diamond with at least 4 bases. There is a center area where the pitcher throws their team flag at the batter, who starts out in first base at the bottom. An umpire in back of the batter tries to get the flag. If the batter misses 3 times, known as "strikes", that player is out. When the batter catches and throws the flag to the outfield, the opposite team tries to stop it. After the batter throws the flag, he/she runs to 2nd base, 3rd base, and so on, trying not to get touched by any member of the opposite team. When a player from the opposite team member "tags" the runner, the runner is out. Home runs give extra points.
  • Race — There are no teams, but each player competes against others in either a straight course or a more complex road on which to "drive" on. The point of the game is to get the farthest ahead of the other players and to reach the finish line. Players can block others in order to get ahead. In the normal version, there is no shooting, although in some, shooting and "cheating" are required/allowed.
  • Rope the Bush (RTB) — Two teams start out in their own bases, each in one corner of the map. Once side of each base is blocked off by a wall to make it more difficult to score. When a time is set, the teams scurry to the ropes on the field and to a single bush in the middle of the map. The goal of the game is to work with your teammates and rope the bush to your team's base before the other team does. Prevent the other team from taking the bush by blocking. However, shooting is not allowed. The team that successfully makes it to its base with the rope wins the game.
  • Counter Terrorist Unit (CTU) — This game involves one or two crosses made with houses with a spaced amount of health, ammo, or some other object and one or two different objects in the center. The team(s) that possess(es) the cross(es) have the job to both defend and/or try to destroy the other team's line of objects to get to the very center. Once accomplished, whichever team defends the longest or destroys the center object on either side of the cross is named victorious.
  • Cheat Map — Usually, the goal of this game mode is to get to the other side of the map by "cheating" your way through the obstacles. This game mode is possibly the most time consuming. Usually there are flags for each team placed at the finish point. Cheating, a form of glitch exploitation, lets the player crawl over objects and obstacles and allows for a sometimes safer area to fire.
  • TankBallz (TB) — A likeliness of football, except you can't throw the flag over tanks' heads. Each team must have one quarterback in the touchdown zone. The quarterback passes the flags to his teammates and the teammate who catchs it must run it down to the touchdown zone without being tagged by an opponent player. Each touchdown is worth 5 points.