Players
| Custom | Normal | Ranked | |
|---|---|---|---|
| EMISSION ZONE | 4–10 | 8 (4 vs 4) | 8 · solo or duo |
| LAST ONE STANDING | 4–10 | 8 (4 vs 4) | 8 · solo or duo |
| RACE | 2–10 | 6 (~48 min) | 5 (~33 min) · solo only |
All three are played in Normal, Ranked and Custom, and with both roles: Director and survivor.
A simulated match with the game's rules: the dots are the survivors, and the red eyes in the sky are the Directors. Pick a mode and watch the map break apart.



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Mode 1 of 3
Two teams. One zone. First to 180.
Blue against red, each team with its own Director. Every second, the team with more survivors standing inside the zone scores a point.
There's a zone with a 15 m radius that lasts 60 s; the next one is marked 15 s before. In the last act it stays put.
Every second, the team with more survivors standing inside scores 1 point. Downed players don't count.
First to 180 wins. At 10:00, whoever has the most wins, unless there's overtime because the losing team is inside (60 s at most).
If you die, you respawn at your base after 10 s (+2 s for each previous death, up to 20).
A supply crate lands in the center of every new zone: in Act III, it's always epic.
The zone is a column: it counts on any floor, up to 10 m above the tallest rooftop.
Mode 2 of 3
3-minute rounds. The last team standing wins.
Blue against red, each team with its own Director. 3-minute rounds: the team with someone still standing wins the round, and the first to win 3 takes the match.
Two teams, 3-minute rounds. The team that still has someone standing wins the round.
If time runs out: most players standing wins, then most total health; otherwise, the round is a draw.
The match goes to the first team to win 3 rounds (7 at most).
The storm: the map is open until 0:45; by 2:30 it closes into a 25 m circle. Outside, you lose 10 HP per second (20 in the last minute).
The Director's hand resets every round, starting again with 4 cards.
Downed for 10 s. If you die, you're out until the next round and can talk to your team over the radio.
Mode 3 of 3
Everyone starts from the same spot. Everyone directs once.
Everyone starts from the same spot and one Director throws the catastrophes. Each round the last one is out, and everyone directs once.
There's always 1 Director, and the role rotates: everyone directs once. Everyone starts from the same point.
Each round, one player is out: whoever dies, finishes last or doesn't make it in time. The last round is the final.
The Director sees everyone in real time. Destruction carries over from round to round.
No merging cards in hand: after each round, the Director upgrades one card in their deck and picks another mutation.
After each round, every qualifier chooses between 2 extra items and 1 upgrade; the extra items get better as the series goes on.
Draws every 15 s in round 1, 10 s in round 2 and 8 s from round 3 on. Heavy cards from round 2; the Flood, from round 3.
| You're knocked out in… | Points |
|---|---|
| Round 1 | −10 |
| Round 2 | −5 |
| Round 3 | 0 |
| Round 4 | +10 |
| You reach the final | +20 (+10) |
| That series' Director | None |
| Custom | Normal | Ranked | |
|---|---|---|---|
| EMISSION ZONE | 4–10 | 8 (4 vs 4) | 8 · solo or duo |
| LAST ONE STANDING | 4–10 | 8 (4 vs 4) | 8 · solo or duo |
| RACE | 2–10 | 6 (~48 min) | 5 (~33 min) · solo only |
How often the Director draws a card, depending on the act. In the Race it goes by round: 15 s in round 1, 10 s in round 2 and 8 s from round 3 on.