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*   D E A T H M A T C H   *
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HOW TO PLAY (Free-for-all or teamplay)
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This is the basic Deathmatch you know and love.  The only objective is to kill your enemies as many times as you can.  You start out with a Bowie Knife, a Revolver, and some ammunition.  Additional weapons, ammo, and equipment are scattered throughout the level.  In teamplay mode, fellow teammates are identifiable by the hue of their outfits or by the colored triangle above their heads.

POINTS
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Ordinary deathmatch scoring system: you get a point for each enemy you waste.  And additional point is granted for killing with a headshot.  Gunning down a teammate, though, subtracts a point.



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*   B A D G E   W A R S   *
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HOW TO PLAY (Teamplay)
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At the start of the game, a Sheriff's Badge spawns randomly somewhere on the level.  Any player who picks up the badge becomes the Sheriff; everyone else is an outlaw.  As long as a player is the Sheriff, he (or she) slowly gain points.  The badge cannot be dropped, and the only way outlaws can gain points is to kill the Sheriff off, at which point, they can pick up the badge and become the Sheriff instead.  The Sheriff can be identified by the floating badge above their head and the flashing red and blue lights around them.  If the badge falls and remains untouched (because it lands in an unaccessible location), it will randomly respawn after a short period of time.

POINTS
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For every 30 seconds that a player can hold on to the Sheriff's Badge, that person will gain a point.  It's 1 point whenever the Sheriff kills an Outlaw.  It's 2 points if an Outlaw shoots the Sheriff.



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*   T H E   B I G   H E I S T   *
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HOW TO PLAY (Teamplay)
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The Big Heist is functionally similar to traditional Capture The Flag.  Each team has a base which they must defend.  At the same time, they have to raid the enemy's base in order to score points.

Instead of a flag, The Big Heist gives each team a "vault".  The vault itself resembles a low black table, and where this table is located depends upon the map designer.  Set upon this vault is a number of money bags (the exact number depends upon a server setting).  Players must try to gain access to their enemies' vault, raid it by stealing money bags, then return the loot to their own base (deposit it).

Players initially spawn on team spawn points.  Whenever killed, they will respawn again on a team spawn point.  Only spectators will use standard deathmatch spawn points.

POINTS
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Raiding an enemy vault gives a player 5 points, and making a deposit also grants 5 points.  Killing an enemy who is carrying a money bag gives a bonus of 1 point.  Gunning down a teammate is -1 points and if that teammate is carrying a money bag, it's an additional -4 points.  Headshot kills generate an extra point.

Each team will continually gain points whenever that team's vault contains more bags than at least one other team.  This means that the team with the fewest number of bags in its vault will gain no points; every 10 seconds, every other team will gain 1 point for each bag more than that.  If all teams have the same number of money bags, no vaults will generate points for their team.  This means that if both teams have the same number of bags and a player from the Blue Team steals a bag from the Red Team, the Blue Team will now get 1 point every 10 seconds because their vault now contains 1 more bag than Red.  If the Blue player deposits that money bag, the Blue vault will have 2 more bags than the Red vault, so Blue will get 2 points every 10 seconds.



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*   L A S T   M A N   S T A N D I N G   *
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HOW TO PLAY
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Last Man Standing has two major differences from standard deathmatch.  First, there is a pre-game period during which you can choose a player "class" or the weapon inventory you want during the game.  This time period is known as the preperation time, or "preptime".

The duration of preptime depends on several server settings.  If the "READY_ALL" flag is enabled, preptime will not end until all players who have joined a team type the "READY" command at their console.  Otherwise, preptime lasts 60 seconds, but will reset itself every time a new player joins a team (resets to 30 seconds if player classes are used, or 60 seconds if they are not).  During preptime, no damage can be inflicted at all on players or objects.  Weapons can be fired and ammo depleted, but anything used up during preptime will be replenished at the start of the actual game.  Players are free to move around during preptime, to get a feel for the level.  When preptime ends, everyone will be teleported to the appropriate spawn point.

The second difference from deathmatch is that when a player is killed, that person stays dead and acts as a spectator until the next game begins.  At the start of the match, players spawn to standard deathmatch spots in a free-for-all game or to team spawn points in teamplay.  From there, the goal is to kill all other players (or to eliminate all players from opposing teams if it's a teamplay game).  Team spawn points should be located close together, allowing players to employ group tactics as they hunt down their enemies.

CLASSES AND EQUIPMENT
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To enable a tactical aspect, weapons and equipment are stripped from the level being played.  Instead of running around searching for stuff to pickup, players are instead able to choose which particular weapons they want during preptime.

When player classes are being used by the server, players are presented with a list of choices after they join a team.  Each class gives them a lantern, a set of weapons, and a specific amount of ammunition to go with them:

  Pistoleer - Bowie Knife, two Revolvers, 200 rounds of .45 Colt
  Rancher - Bowie Knife, Revolver, 50 rounds of .45 Colt, Coachgun, 50 rounds of 12 gauge shells
  Shotgunner - Bowie Knife, Revolver, 20 rounds of .45 Colt, Pump Shotgun, 30 rounds of 12 gauge shells
  Brawler - Bowie Knife, Revolver, 50 rounds of .45 Colt, 15 Molotov Cocktails
  Hunter - Bowie Knife, Revolver, 50 rounds of .45 Colt, 20 Hatchets
  Rifleman - Bowie Knife, Revolver, 30 rounds of .45 Colt, Winchester Rifle, 40 rounds of .30-30.
  Sharpshooter - Bowie Knife, Revolver, 20 rounds of .45 Colt, Sharps Rifle, 20 rounds of .45-70.
  Artilleryman - Bowie Knife, Revolver, 10 rounds of .45 Colt, Cannon, 8 Cannonballs

On a server that is not using classes, players instead purchase their choice of weapons using a menu-based inventory system.  Using this, the players spend a preset amount of starting cash on whatever weapon/ammo combinations they want.  By default each player starts with a lantern, Bowie Knife, and Revolver.  The following is a price guide for any additional equipment:

  Second Revolver:	$25		10 rounds of .45 Colt:	$8
  Coachgun:		$50		10 rounds of 12 gauge:	$12
  Pump Shotgun:		$120		1 Molotov Cocktail:	$10
  Winchester Rifle:	$90		1 Hatchet:		$7
  Sharps Rifle:		$120		10 rounds of .30-30:	$7
  Cannon:		$150		5 rounds of .45-70:	$6
					1 cannonball:		$5

POINTS
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You get a point for each enemy you kill (and an additional point for kills made by a headshot) but the real goal of this game is not to get the most points, but to simply survive.