Game Modes¶
The Game Modes page manages the available game modes for events. A game mode defines the core rules of engagement — how objectives behave, how scoring works, and what win conditions apply.
Available Game Modes¶
MAGK includes built-in game modes and supports custom mode creation.
| Mode | Description |
|---|---|
| King of the Hill | Teams compete to capture and hold a central objective. Points are awarded continuously while holding. The team with the most hold time (or points) wins |
| Capture the Flag | Each team has a home objective to defend and must capture the opposing team's objective. Scoring is based on successful captures and returns |
| Domination | Multiple objectives on the map. Teams earn points by holding as many objectives as possible simultaneously |
| Custom | User-defined rules with configurable objective behavior, scoring formulas, and win conditions |
Selecting a Game Mode¶
Each event is assigned a game mode from the event configuration. Navigate to Events → event detail → Settings tab to select the game mode.
Changing the game mode on a draft event updates the default scoring rules and objective behavior to match the selected mode. Changing the mode on an active event is not recommended — it may disrupt ongoing scoring.
Mode Configuration¶
Each game mode has configurable parameters that adjust gameplay behavior.
King of the Hill¶
| Setting | Type | Default | Description |
|---|---|---|---|
| Hold Interval | Number | 30 | Seconds between hold point awards |
| Hold Points | Number | 10 | Points per hold interval |
| Capture Points | Number | 50 | One-time points for capturing the hill |
| Contested Behavior | Select | Pause | What happens when multiple teams are in the capture radius (Pause, Split, First) |
Capture the Flag¶
| Setting | Type | Default | Description |
|---|---|---|---|
| Capture Points | Number | 100 | Points for capturing the opposing flag |
| Return Points | Number | 25 | Points for returning your own flag |
| Flag Reset Time | Number | 300 | Seconds before a dropped flag resets to its base |
| Carrier Visible | Toggle | Yes | Whether the flag carrier's position is broadcast to all teams |
Domination¶
| Setting | Type | Default | Description |
|---|---|---|---|
| Hold Interval | Number | 15 | Seconds between hold point awards per objective |
| Hold Points | Number | 5 | Points per hold interval per objective |
| Capture Points | Number | 25 | One-time points for capturing an objective |
| Control Threshold | Number | 1 | Minimum players in radius to begin capture |
Custom Mode¶
Custom modes allow full control over game rules:
| Setting | Type | Description |
|---|---|---|
| Name | Text | Custom mode display name |
| Description | Textarea | Rules description shown to participants |
| Objective Behavior | Select | How objectives respond to player interaction |
| Scoring Formula | JSON | Custom scoring rule definitions |
| Win Condition | Select | Time-based, Score Threshold, or Objective Count |
| Win Threshold | Number | Target score or objective count for the win condition |
How Modes Affect Scoring¶
The selected game mode sets the default scoring rules for the event. These defaults can be overridden on the Scoring page:
- King of the Hill — Emphasizes hold points with high capture bonuses
- Capture the Flag — High capture points, moderate return points, no hold scoring
- Domination — Balanced capture and hold points across multiple objectives
- Custom — No defaults; all scoring rules must be configured manually
Creating a Custom Mode¶
Click Create Mode to define a new custom game mode. Custom modes are saved at the platform level and can be reused across events.
Template from Built-In
Use the Duplicate action on any built-in mode to create a custom mode pre-filled with that mode's settings. Adjust the parameters to fit your scenario.
Related Pages¶
- Events — Game mode is selected per event
- Scoring — Scoring rules and point configuration
- Objectives — Objective types and behavior
- Missions — Missions group objectives within a game mode