Content generated with AI — it may contain mistakes.

Configuring

Event types

The fifty-one registered types, what each one is, and the settings that matter with their defaults.

Fifty-one types are registered: forty-three games and eight team variants of some of them. The type is chosen when the configuration is created and cannot be changed afterwards.

The catalogue

Type idNameCategoryTeams
tnttagTNT TagRound elimination—
taggameTag GameRound elimination—
simonsaysSimon SaysRound elimination—
macerouletteMace RouletteRound elimination—
blockpartyBlock PartyRound survival—
chairsChairsRound survival—
tntrunTNT RunSurvival—
spleefSpleefSurvival—
spleggSpleggSurvival—
volcanoVolcanoSurvival—
anvilrunningAnvil RunningSurvival / Reflexes—
glassbridgeGlass BridgeSurvival / Luck—
redlightRed Light, Green LightReflexes—
lmsLast Man StandingPvP Elimination—
topkillerTop KillerPvP by kills—
paintballPaintballPvP by kills—
oitcOITCPvP precision—
quakeQuakePvP Precision—
csgoCS:GOPvP Deathmatch—
slapSlapPvP Zone control—
kothKing of the HillPvP Zone control—
gemcrawlerGem CrawlerPvP Collection—
pillarsoffortunePillars of FortunePvP Survival—
survivalgamesSurvival GamesPvP Survival—
infectionInfectionInfection / Tag—
kingkongKing KongChase—
hideseekHide and SeekChase—
morphhuntBlock Morph HuntChase—
murdermysteryMurder MysterySocial deduction—
bridgeThe BridgeTeam ObjectiveYes
ctfCapture the FlagTeam ObjectiveYes
dominationDominationTeam ObjectiveYes
dodgeballDodgeballTeam RoundsYes
sheepwarsSheep WarsTeam EliminationYes
splatoonSplatoonTeam territorialYes
zombiehordeZombie HordePvE Co-op—
triviaTriviaQuiz—
raceRaceRacing—
bracketsBrackets1v1 Tournament—
tournamentTournamentSequential 1v1—
buildbattleBuild BattleCreative Building—
parkourParkourParkour—
thimbleThimbleParkour / Skill—
topkiller_teamsTop Killer TeamsTeam PvPYes
oitc_teamsOITC TeamsTeam PvPYes
quake_teamsQuake TeamsTeam PvPYes
csgo_teamsCS:GO TeamsTeam PvPYes
lms_teamsLMS TeamsTeam EliminationYes
gemcrawler_teamsGem Crawler TeamsTeam CollectionYes
thimble_teamsThimble TeamsTeam PrecisionYes
koth_teamsKing of the Hill TeamsTeam Zone controlYes

Settings every type shares

SettingDefaultWhat it does
countdown30Seconds from having enough players to the game starting.
duration0 in most typesSeconds the game may last. 0 means it ends by its own rules instead.
min-players2Players needed before the countdown begins.
max-players32How many fit.
grace-period5 where the type has oneSeconds at the start with no damage.
bounds-bordertrueDraws the arena bounds as a wall — see Arenas · The arena border.
music-enabledtrueWhether this event plays music. Toggled from the setup screen — see On-screen and audio · Music.

Team types also get team-selector-enabled, on by default, and team-count.

Some types ask for markers on the arena

Thirteen types need the admin to mark specific places — a goal, a flag stand, a capture point — from the markers screen in setup. They are called out below and explained in Arenas · Markers.

Round elimination

TNT Tag

SettingDefault
min-players4
round-duration30
tagged-percentage25
transfer-cooldown0.5
glow-effecttrue
normal-player-speed2
tnt-player-speed3
tnt-itemTNT
respawn-at-spawn-after-round5
round-pause2

Part of the lobby starts holding TNT; whoever holds it when a round ends is out. Tagged players move faster and glow, and passing it has a short cooldown so two players cannot swap it instantly.

Tag Game

The same core as TNT Tag, plus building: temporary-blocks on with temporary-blocks-seconds of 15, re-give-blocks on, enderpearl-regive-seconds 8 and enderpearl-throw-cooldown 3.

Simon Says

SettingDefault
action-time8
min-action-time2
time-decrease-interval5
round-pause3

An instruction is called out and whoever fails it in time is eliminated. The window shrinks with each round down to min-action-time.

Mace Roulette

Marker: platform centre (one block). This type generates its own spawns, so it is never asked for spawn points: the disc, the ring players stand on and whatever a modifier does to the map are all built from that block.

SettingDefault
max-players32
platform-radius12
shrink-every-rounds2
platform-materialSMOOTH_STONE
round-duration12
round-pause3
settle-delay2
spin-duration4
spin-itemMACE
spin-glowtrue
wind-charges1
wind-burst-level2
launch-power1.6
miss-kills-macertrue
mace-hit-eliminatestrue
modifiers-enabledtrue
modifier-chance-single49
modifier-chance-double25
modifier-chance-triple5

A spinning mace picks a hunter, who has round-duration seconds to smash somebody off the platform. Leaving the arena bounds is being eliminated, so the fall needs no rule of its own. Every round runs through four phases: spinning, hunting, settling — while whoever was launched comes down — and paused.

A round lasts its whole clock rather than ending at the first smash. With mace-hit-eliminates on, a smash takes its victim out on the spot instead of waiting for the fall; with miss-kills-macer on, a hunter who has landed nothing when the clock runs out explodes and is out. Both are on by default, and a modifier can change the second for its round.

The hunted may fight back. During the hunt a blow lands with its knockback and nobody takes damage from it, so being pushed towards the edge is something a player can answer. Outside the hunt every hit is cancelled outright, knockback included.

The floor wears down. shrink-every-rounds takes a block off the radius every so many rounds, so a match that nobody wins on their own still ends: the arena starts wider than it used to and closes as the rounds go by.

Modifiers

With modifiers-enabled on, every round draws one, two or three modifiers according to modifier-chance-single, -double and -triple. They are not ordinary settings: they are stored as modifier.<id>.enabled and modifier.<id>.weight and edited on their own screen, lang/<code>/menus/admin/maceroulette_modifiers.yml.

IdNameWhat it doesWeight
double-maceDouble MaceTwo players get a mace80
triple-maceTriple MaceThree players get a mace50
donut-mapDonut MapA hole opens in the centre30
holesHolesThe floor falls apart20
adrenalineAdrenalineEverybody sprints15
sudden-deathSudden DeathHalf the time to land a hit15
tiny-arenaTiny ArenaNowhere to run15
titan-smashTitan SmashHits send players flying15
galeforceGaleforceThe hunted get wind charges12
giant-playersGiant PlayersEverybody is huge12
mini-playersMini PlayersEverybody is tiny12
moon-gravityMoon GravityEverybody floats12
russian-rouletteRussian RouletteMiss and the hunter is out12
skyfallSkyfallThe round starts in the air12
bouncy-floorBouncy FloorThe floor is slime10
carouselCarouselEverybody is shuffled around10
ceilingCeilingA roof caps the arena10
giant-macerGiant MacerThe hunter is huge10
glass-floorGlass FloorYou can see the drop10
grand-arenaGrand ArenaThe floor opens out10
honey-floorHoney FloorThe floor drags everybody down10
icy-floorIcy FloorThe floor is ice10
mini-macerMini MacerThe hunter is tiny10
no-jumpingNo JumpingNobody can jump10
nukeNukeEvery hit is a blast10
overtimeOvertimeA longer hunt10
patchwork-floorPatchwork FloorIce and slime, square by square10
shrinking-mapShrinking MapThe floor closes in10
slow-motionSlow MotionEverybody crawls10
blackoutBlackoutThe lights go out8
invisible-mapInvisible MapThe floor cannot be seen8
last-refugeLast RefugeEverybody hunts one player8
phantom-macerPhantom MacerThe mace hunts on its own8

Thirty-three of them. Weights are relative to each other, like loot table weights, and a weight of 0 takes a modifier out without disabling it.

Round survival

Block Party

SettingDefault
min-players4
max-players24
round-duration10
round-pause3
pvp-round5
time-reduction-per-round1
min-round-duration3
initial-colors3
max-colors10
color-increase-interval2
colors-per-increase1
square-size3

The WHITE_CONCRETE floor is recoloured, a colour is called, and everything else disappears. Rounds get shorter, and every color-increase-interval rounds colors-per-increase colours are added, up to max-colors. square-size is the side, in blocks, of each colour tile. From round pvp-round onwards players can fight.

Chairs

SettingDefault
chair-percentage80
chair-colorRED
music-duration-min10
music-duration-max20
rush-duration8
round-pause3

Musical chairs: fewer seats than players, music of random length, and a rush when it stops.

Survival

TNT Run

SettingDefault
block-break-delay8
double-jump-cooldown1.5
double-jump-limit3
double-jump-power1.0

The floor vanishes behind you. Double jumps are limited, which is what stops the game being solved by hovering. block-break-delay is in ticks.

Only the block under the middle of a player goes, which leaves a trail one block wide however they are aligned. A player hanging off a ledge by the edge of their hitbox loses the nearest block they are still standing on instead, so sneaking on a rim is not a way to stand still.

Spleef and Splegg

Spleef: snowballs-per-break 1, snowball-knockback on, fall-damage off.

Splegg: breakable-material SNOW_BLOCK, projectile-type EGG, explosion-radius 1, starting-ammo 16, ammo-per-break 1, max-ammo 64, shot-cooldown 0.0, knockback-enabled on, fall-damage off.

Volcano

SettingDefault
stage-delay20 ticks
initial-blocks-per-second3
spawn-growth-interval2
burn-footprinttrue

The WHITE_CONCRETE floor heats up block by block: it turns YELLOW_CONCRETE, ORANGE_CONCRETE and RED_CONCRETE, one stage-delay per stage, and then vanishes. It starts at initial-blocks-per-second blocks a second and adds one more every spawn-growth-interval seconds. With burn-footprint on, the block a player steps on starts heating too, so standing still does not work. If time runs out, the player with the most health wins.

Anvil Running

SettingDefault
initial-anvils-per-second12
max-anvils-per-second45
rate-increase-interval12
rate-increase-amount4
tracking-anvil-interval2
spawn-height24
max-live-anvils300
break-ground-blockstrue
anvil-damagetrue

A storm of anvils over the whole arena, aimed at nobody: every anvil picks its own column at random inside the bounds. It starts at initial-anvils-per-second, spread evenly across the second, and every rate-increase-interval seconds it rises by rate-increase-amount up to max-anvils-per-second. Each step is a difficulty level, announced to the event.

On top of the storm, one anvil falls down every living player's own column every tracking-anvil-interval seconds, from the same height as the rain, so a player at the keyboard walks out from under it and one who is not does not. That interval never scales with the difficulty; 0 turns it off.

Anvils appear spawn-height blocks above the bottom of the bounds — never above their top and never fewer than four — and max-live-anvils caps how many are falling at once. Nothing falls during the grace period.

Glass Bridge

Markers: bridge glass (area) and finish platform (area).

SettingDefault
duration240
max-players24
grace-period5
pvpfalse
collisionsfalse

Rows of glass panels in pairs: in every pair one holds and one shatters. The panels are found by scanning the bridge marker and grouping the glass into rows, so the builder only has to build the bridge. A shattered panel stays shattered, and those behind learn from the fall. With collisions off, players do not push each other off a panel.

Reflexes

Red Light, Green Light

Marker: finish line (area).

SettingDefault
duration180
max-players40
grace-period5
green-min3
green-max8
red-min2
red-max5
red-grace-ticks10

Run on green, freeze on red. Moving on red is out; reaching the finish is safe. Each light lasts a random time inside its range, and red allows red-grace-ticks ticks so a step that landed late because of ping is not punished.

PvP

Last Man Standing

drop-items-on-death off, block-break off, block-place off, player-build-only off, temporary-blocks off with temporary-blocks-seconds 15, golden-apple-on-kill on with golden-apple-amount 1.

The closing zone is off by default (zone-enabled). Turned on, it works as in Survival Games.

Top Killer and OITC

Both: kills-to-win 20, respawn-delay 3, golden-apple-on-kill on, reset-kit-on-kill off. OITC adds arrow-limit 1 — one arrow, one kill, and you pick it back up.

Paintball

SettingDefault
duration300
kills-to-win20
respawn-delay2
grace-period5
shot-cooldown10

Free for all with respawns: one snowball kills, ammo never runs out, and nothing else hurts anybody. Snowballs come one at a time, shot-cooldown ticks apart — half a second by default. First to the kill target wins, or the top scorer when the clock runs out.

Quake

SettingDefault
kills-to-win25
max-players16
weapon-cooldown20
dash-cooldown60
dash-power1.2
dash-vertical0.4
no-regen-duration3

CS:GO

The deepest settings screen in the plugin: kills-to-win 25, headshot-multiplier 1.5, recoil-enabled on, weapon-switch-delay 20, and then one block per weapon — pistol, AK-47, sniper, shotgun, SMG and rocket launcher — each with its own switch, damage, cooldown, range, one-shot kill and spread.

The sniper alone has six spread values, one per stance: perfect, airborne, crouched still, crouched moving, standing still and standing moving.

Every weapon has its own menu

lang/<code>/menus/admin/csgo_*_settings.yml is one screen per weapon, so tuning the AK does not mean scrolling past the shotgun.

Slap

points-to-win 100, respawn-delay 3. Points come from standing on the capture block — see Arenas.

King of the Hill

Marker: hill (area), one to four of them.

SettingDefault
duration480
points-to-win120
points-per-second1
grace-period5
respawn-delay5
default-kittrue
golden-apple-on-killtrue
fall-damagetrue
lock-armortrue
lock-droptrue

Standing on the hill alone scores; sharing it scores for nobody. Mark several hills and each one pays its own king.

King of the Hill Teams

Marker: hill (area), one to four of them.

koth_teams is King of the Hill played by teams, with the same settings plus team-count 2, and points-to-win raised to 300 because a hill pays the whole team. A hill held by one team alone pays that team points-per-second every second; a single enemy on it stops it paying anybody. Every hill counts on its own, so a team holding two scores twice as fast.

Gem Crawler

gem-spawn-interval 5, win-gems 10, win-countdown 10, respawn-delay 3. Gems appear on top of every EMERALD_BLOCK in the arena, players collect them, and holding the lead through the countdown wins.

Pillars of Fortune

max-players 20, item-interval 10, mode DEFAULT, item-given-message off (when on, the player is told about each item they receive). Every player has their own pillar, which is why this type needs one spawn point per player.

Survival Games

max-players 20, grace-period 15, chest-refill-interval 180, min-items-per-chest 3, max-items-per-chest 12. Chests are filled from the configuration's loot table — see Teams and kits. Like Pillars of Fortune, every player starts from their own point, so it needs one spawn point per player.

The zone is always on: it is the arena's border closing in on its centre.

SettingDefaultWhat it does
zone-delay120Seconds, counted from the end of the grace period, before it starts closing.
zone-shrink-rate1Blocks per second it closes.
zone-final-size5Final radius, in blocks.
zone-damage2Damage per second outside the zone.
zone-damage-increase-per-second0.75Damage added for every consecutive second outside.

Last Man Standing uses the same settings, with zone-final-size 10.

Chase and infection

Infection

min-players 4, max-players 24, duration 300, infected-percentage 25, infection-cooldown 0.5, glow-effect on, infected-speed 2, survivor-speed 3, eliminate-on-infect off. Survivors who last the duration win.

King Kong

min-players 3, runner-respawn on, respawn-delay 3, kong-speed-level 2, kong-glow on. Runners win by stepping on a LIGHT_WEIGHTED_PRESSURE_PLATE, so the arena needs at least one as the goal.

Hide and Seek

SettingDefault
duration240
min-players3
seeker-percentage20
hiding-time30
seeker-speed2
seeker-glowtrue
glow-last-seconds45
glow-flash-interval10
glow-flash-count3
glow-flash-ticks10
found-become-seekerstrue
allow-interacttrue

Seekers wait blinded at spawn while everybody hides. Blindness is the client's to honour, so each seeker is also walled in by a shell of blocks only their own client is sent, until they are released. Released seekers get a stick, Speed at level seeker-speed and, with seeker-glow, an outline through walls, so a hider always knows where they are.

A hit either turns the hider into a seeker or takes them out, depending on found-become-seekers. Players do not push each other, and names are hidden for the whole game — see On-screen and audio · Nametags.

The last stretch flashes. Once glow-last-seconds seconds are left, every hider still hidden blinks every glow-flash-interval seconds: glow-flash-count blinks per flash, each one on and then off for glow-flash-ticks ticks. It shows roughly where to look without lighting anybody up for the rest of the round. 0 in glow-last-seconds or glow-flash-count turns it off.

The hiders nobody found by the end of the clock win. A round that ends with nobody still hidden has no winner.

Block Morph Hunt

SettingDefault
duration300
min-players3
seeker-percentage20
hiding-time40
seeker-speed1
seeker-glowtrue
glow-last-seconds45
glow-flash-interval10
glow-flash-count3
glow-flash-ticks10
solidify-time3
morph-cooldown5
taunt-interval30
taunt-points1
taunt-cooldown10
speed-cost3
blind-cost6
miss-damage2
found-become-seekerstrue
allow-interacttrue

Hide and Seek where the hiders are props. It plays by the same rules — the blinded start, the seekers' stick and glow, the flashing last stretch, the win for whoever stays hidden — and the settings the two share mean the same thing. Its screen is lang/<code>/menus/admin/morphhunt_settings.yml.

Becoming a block. A hider starts as the block under their feet, or oak planks when that one cannot be copied, and walks around as it with their body hidden from everybody. They copy another block of the map by right-clicking it with the wand from up to five blocks away, or by sneaking and right-clicking it, at most once every morph-cooldown seconds. Air, liquids, signs, barriers, light, fire and portals cannot be copied.

Settling into the grid. A prop that stands still for solidify-time seconds becomes a block in the cell it stands in — aligned, lit and solid like the map around it — for everybody but the prop, who can still walk out of it. Any real movement melts it back. A cell settles only when it is free: passable, not lava, not taken by another prop and with no other player inside it. Water settles like air.

Finding them. A seeker hits a moving prop directly, and a settled one by swinging at it within normal block reach with nothing solid in between. A swing that lands on a real block instead costs the seeker miss-damage health; one that would kill them puts their health back and stuns them, blind and slowed, for three seconds. Finding a prop heals the seeker to full. 0 turns the penalty off.

Taunts and powers. Every taunt-interval seconds after the hiding time, every prop makes a sound with a burst of notes where it is; 0 turns it off. Props also carry four items:

ItemWhat it does
Wand (blaze rod)Copies the block it points at.
Taunt (note block)Plays a taunt and earns taunt-points, once every taunt-cooldown seconds.
Speed (sugar)Speed II for five seconds, for speed-cost points.
Blind (ink sac)Blinds every seeker for three seconds, for blind-cost points.

Taunts and powers only work once the seekers are released. The prop's form and points are on the sidebar and the action bar, and the items' names and lore live in the morphhunt section of messages.yml.

Social deduction

Murder Mystery

Marker: gold spawn (block), up to 32 and none of them required.

SettingDefault
duration300
min-players4
max-players24
detectives1
grace-period10
gold-for-bow10
gold-spawn-interval3
gold-per-spawn1
knife-return-seconds5
arrow-return-seconds5
allow-interactfalse

One murderer with a knife, one detective with a bow, everybody else an innocent. Innocents collect the gold that appears to earn a bow of their own; shooting an innocent costs the shooter their life, and a fallen detective leaves their bow where they died. The murderer picks gold up too, to keep it from the innocents, but never earns a bow with it. The murderer wins by killing everyone, the innocents by killing the murderer or outlasting the clock.

Team objective

The Bridge

Marker: goal (area), one per team.

SettingDefault
duration600
max-players16
team-count2
goals-to-win5
round-reset-seconds3
grace-period5
respawn-delay0
arrow-refill-seconds5
default-kittrue
regenerate-on-goaltrue
fall-damagetrue
lock-armortrue
lock-droptrue

Two sides, a gap between them, and a hole in each base. Build across and jump into the enemy goal. Every goal sends both teams back behind their cages for round-reset-seconds and, with regenerate-on-goal, regenerates the map.

Capture the Flag

Marker: flag stand (block), one per team.

SettingDefault
duration600
max-players20
team-count2
captures-to-win3
flag-return-seconds30
grace-period5
respawn-delay5
carrier-glowtrue
team-glowfalse
default-kittrue
fall-damagetrue
lock-armortrue
lock-droptrue

Take the enemy flag to your own stand, which has to be home for the capture to count. A carrier who dies drops the flag where they fell: a teammate of that flag returns it by touching it, an enemy picks it up, and one nobody reaches goes home after flag-return-seconds.

With carrier-glow on, whoever holds a flag glows. With team-glow on, every player glows for the whole match, so both sides can be followed through walls; a carrier keeps that glow after the flag is dropped or captured.

Domination

Marker: capture point (area), one to eight of them.

SettingDefault
duration600
max-players24
team-count2
points-to-win300
points-per-second1
capture-seconds5
grace-period5
respawn-delay5
paint-floortrue
hologramstrue
default-kittrue
fall-damagetrue
lock-armortrue
lock-droptrue

A team alone inside a point captures it over capture-seconds; a point with two teams inside is contested and moves for nobody. Every second, each team earns points-per-second for every point it holds.

Dodgeball

Marker: court (area), one per team.

SettingDefault
duration600
max-players24
team-count2
rounds-to-win3
round-delay5
ammo1
refill-seconds5
grace-period5

Each team keeps to its own court and throws snowballs at the other side. A hit takes a player out for the round; the team with nobody left loses it. Cross the line and you are put back where you belong.

Every player holds ammo snowballs. Once they hold fewer, the stack is topped back up after refill-seconds seconds — one ball and a wait make each throw a decision. Raise both for a blizzard.

Sheep Wars

SettingDefault
duration480
max-players20
team-count2
starting-sheep2
sheep-interval8
throw-power2.8
explosion-power3.0
effect-radius4.0
grace-period5
break-blockstrue
fall-damagetrue

Teams on islands throwing sheep at each other. Every sheep-interval seconds everybody is handed another one, and each colour does something different when it lands:

WoolSheepWhat it does
RED_WOOLExplosiveExplodes
ORANGE_WOOLIncendiarySets fire
LIGHT_BLUE_WOOLFrostFreezes
PINK_WOOLHealingHeals
BLACK_WOOLBombardRains TNT

Splatoon

SettingDefault
duration180
team-count2
weapon-delay0.1
weapon-damage2.0
paint-radius2
ink-trailtrue
respawn-delay3
fall-damagefalse
double-jump-enabledtrue
double-jump-cooldown2.0
double-jump-limit-1
double-jump-power0.8

Paint more ground than the other team before the duration runs out. double-jump-limit of -1 means unlimited.

PvE co-op

Zombie Horde

Marker: mob spawner (block), one to sixteen of them.

SettingDefault
duration900
min-players1
max-players20
waves8
base-mobs6
mobs-per-wave4
mobs-per-player0.35
max-mobs60
glow-after25
wave-delay8
mob-health20.0
mob-speed1.15
mob-damage1.35
boss-health200.0
grace-period5
revive-next-wavetrue
default-kittrue
mob-leaptrue

The one type where everybody plays on the same side. Waves pour out of the marked spawners, each one bigger than the last, and the final wave is led by a boss. Whoever dies waits for the next wave while revive-next-wave is on. Everyone left at the end wins, ranked by the damage they dealt.

Quiz and racing

Trivia

Marker: answer zone (area), exactly four.

SettingDefault
duration600
max-players64
rounds10
answer-seconds12
reveal-seconds4
lives1
grace-period5
spare-last-roundtrue

A question is read out and the four zones on the arena are the four answers. The wrong zone, or no zone at all, costs a life. Players do not push each other, so nobody is shoved out of the right zone. The questions live in trivia-questions.yml and can be written, translated or replaced wholesale — see Configuration.

Race

Markers: checkpoint (area), one to thirty-two of them, and finish line (area).

SettingDefault
duration600
min-players1
max-players40
laps1
finishers3
grace-period5
elytrafalse
boatfalse
boat-collisionsfalse

Checkpoints are taken in the order they were set, and the finish only counts after the last checkpoint of the lap. Falling out of the arena puts a racer back at their last checkpoint rather than out of the race. The race ends once finishers racers have finished.

Racers start on a grid. With more racers than spawn points, the extra ones line up in rows two and a half blocks behind each point, along the direction it faces; a row that would land in a wall uses the point itself. With boat on, boat-collisions decides whether boats bump into each other and into racers on foot.

Tournaments and building

Brackets

match-duration 120, match-end-delay 3, round-delay 3, max-arenas 8, heal-between-rounds on. Matches run in parallel in cloned arenas, up to max-arenas at once.

Brackets and Tournament share five more settings: freeze-time 0 (seconds both opponents stay frozen before each fight), disable-hit-damage off (hits knock back but deal no damage), disable-food-drop off (hunger does not drop), natural-regeneration on (turned off, a full hunger bar no longer heals the fighters, so only what they eat or drink does) and water-eliminates off (turned on, a fighter who steps into water, a bubble column or a waterlogged block loses the fight).

Tournament

match-duration 120, match-intro-delay 5, match-end-delay 3, round-delay 3, heal-between-matches on, spectator-mode SPECTATOR. The same bracket idea run one match at a time, with the crowd watching and an intro before each fight. With spectator-mode set to ADVENTURE, players waiting their turn watch in adventure mode instead of spectator.

Build Battle

max-players 16, theme-vote-duration 20, theme-options 5, build-duration 300, vote-duration-per-plot 20, results-duration 15. Each builder gets a cloned plot; themes come from buildbattle-themes.yml and are voted on before building starts.

Precision and parkour

Parkour

Only the shared settings. Checkpoints and the finish are pressure plates in the arena.

Thimble

respawn-delay 2. Players dive into water tiles; a filled tile is a point. Also exists as thimble_teams.

Team variants

Eight types exist in a team version: Top Killer, OITC, Quake, CS:GO, LMS, Gem Crawler, Thimble and King of the Hill. They keep their solo settings — Top Killer Teams and OITC Teams raise kills-to-win to 25, King of the Hill Teams raises points-to-win to 300 — and add the team layer described in Teams and kits.

On top of those, six games are team games in their own right with no solo version: The Bridge, Capture the Flag, Domination, Dodgeball, Sheep Wars and Splatoon. Fourteen types in all split players into teams.

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