Objective and Core Loop
Two teams face off on a shared map. The only way to score is to take a chest from the center and keep it inside your team's designated area for a short countdown. That delay is the whole game: it turns every grab into a risk, because the other squad has a window to interrupt you. Points come from patience and protection, not just speed.
Controls and Player Actions
You steer your character with simple mouse movements. Approaching an opponent from a certain angle temporarily removes them from play, which is your main tool for disrupting a carrier or clearing a path. If a rival is holding a chest, that same approach lets you take it from them. Traps and fences sit between the center and your zone, so routes are never a straight line. [IMG_1]
Maps, Characters, and Replay Value
Multiple maps offer different layouts, and each one changes where the safe paths are and where traps punish careless movement. Character appearances vary, giving some personalization without affecting the core rules. Because the chest timer resets when possession changes, no single map plays the same way twice. [IMG_2]
Team Coordination and Scoring Pressure
A chest only counts after it stays in your area for a set time. That means one player can carry while others block, distract, or guard the drop zone. The opposing team can steal a chest mid-delivery, so leaving your zone undefended is a real cost. Communication about who goes center and who stays back matters more than individual speed.
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