See also: Gametype

Gamemodes (also known as gametypes) are the various different types of matches available in the game, each of which uses the game's mechanics with its own set of rules which determines what the goals are and how they must be achieved.

Some aspects of the game can be changed through special game options.

The match duration usually depends from the Time Limit and/or Frag/Capture Limit. The Time Limit is the maximum match duration, in minutes, while the Frag Limit is the amount of racked kills and the Capture Limit the amount of times a goal was achieved.

Overview table[]

These are the gametypes available in stock OpenArena 0.8.8. Mods may have different gametypes.

G_gametype Name Team-based In short
0 Free For All No Classic "deathmatch". Kill anyone in sight.
1 Tournament No 1 on 1 battles. Winner stays, loser goes to queue.
2 Single Player No Special gametype used for Single Player Deathmatch mode only (no Skirmish, no Multiplayer).
3 Team Deathmatch Yes Frag people of enemy team. Help those of your team.
4 Capture The Flag Yes Grab enemy flag and bring it to your own base. Recover your own flag if the enemy steals it.
5 One Flag CTF Yes Grab white flag and bring it to enemy base.
6 Overload Yes Heavily attack enemy obelisk, in order to destroy it.
7 Harvester Yes Kill enemies, then collect skulls and bring them to enemy base.
8 Elimination Yes Kill enemies until only one team remains with alive players. Items are removed from the arena.
9 CTF Elimination Yes Kill all enemies or capture their flag. Items are removed from the arena.
10 Last Man Standing No Kill all enemies until you only remain alive. Items are removed from the arena.
11 Double Domination Yes Keep possession of both checkpoints for 10 consecutive seconds.
12 Domination Yes Keep possession of checkpoints to earn points for your team.


Free For All[]

Free for All (FFA), also termed as Deathmatch (DM), is a staple mode of the game where all players in a server fight to the death until either the time limit runs out, or a player reaches the frag limit. Each kill gotten earns the killer a frag, and suicide, be it from explosives, lava, fall damage, etc. takes away one frag. First player to reach the frag limit or to have the most frags when the time runs out wins.


Also referred to as 1on1, 1vs1 or tourney, this game mode features a sequence of one on one battles where everybody else is spectating. The winner of the battle will stay for the next battle to fight the next combatant, while the loser will return to the waiting list.

The score table shows how many battles each player has won and lost (e.g. "2/1" means two battles won and one lost), on the left.

The number of points required to win each battle depends from Frag Limit.

Single Player Deathmatch[]

See also: Single Player Deathmatch

Singleplayer DM is very similar to regular FFA, except the player must climb up tiers across several maps, fighting against the bots that inhabit the preset matches as they go. Winning all 4 matches in a tier unlocks the next, and all medals obtained are saved.

Each map also has preset frag limits, usually due to the varying amount of combatants that may be present.

Team Deathmatch[]

In Team Deathmatch (TDM), players are assigned onto (usually) balanced teams, and must fight the opposing team in a similar fashion to regular FFA. The frags of all team members are clumped together, and the winner is decided with those frag counts.

In TDM, picking up a weapon again adds its full "basic" amount of ammo also if you already had it (in other modes, if you already had a weapon's basic amount of ammo, picking up that weapon again gives you one more shot only). All weapons respawn after 40 seconds by default, unlike other modes where they respawn after 5 seconds.

The machinegun weapon does a little less damage than in all other game types (5 hp per bullet instead of 7); also players spawn with only 50 ammo for it, unlike the usual 100.

In this mode it is advisable to turn friendly fire on, to force players to pay more attention to their teammates than in other team-based modes (killing a member of one's own team lowers one's individual score, and thus the team's total score too).

Number of points required to win the match depends from fraglimit.

Capture The Flag (CTF)[]

Players are put onto balanced teams and have to either defend their own flag, or go attack the enemy to try grabbing theirs, and when caught, they must bring the enemy flag back to their own to score a point.

If your flag is not present at your base, you cannot capture, which is usually why it's best to go after the enemy carrying your flag. Be careful, as some other enemies might be guarding their flag carrier.

The match ends when the Time Limit or Capture Limit is reached. Individual scores are shown in the score table: a player can get individual points when doing some actions, please refer to Appendix of this page for more info.

The only way to win in this mode is by capturing flags, so CTF involves a lot of team cooperation in order to achieve the victory.

One Flag Capture[]

See also: One Flag Capture

One-Flag Capture is similar to CTF, except in that there's one flag in what's usually the center of the map, and to score, you have to bring it to the ENEMIES' flag. Unlike regular CTF, it's usually a much better idea to bring more people with you when going for the flag. One person versus dozens more is always a difficult fight.


In Overload (also known as Obelisk) each player is assigned to one team - red or blue.

Each base has an obelisk. The obelisk has a lot of health (default 2500) and health regeneration.

Team points are earned by destroying the enemy obelisk.

Be aware that the enemy will attack your obelisk too.

Number of points required to win the match depends from Capture Limit.


In Harvester (also known as Skulls), each player is assigned to one team - red or blue.

Killing a blue player spawns a blue skull, and killing a red player spawns a red skull. Skulls spawn at the skull generator, usually at the middle of the map.

You can collect skulls of the enemy's team color, and you can carry more skulls at once. Touching a skull of your team color will make it disappear, preventing the other team from grabbing it. Skulls disappear when the skull carrier is fragged (they are not dropped).

Your current skull load quantity is shown in your HUD; other players will see your skulls floating behind you.

Running over the enemy skull receptacle will give your team a point for every skull you are carrying.

Number of points required to win the match depends from Capture Limit.


See also: Elimination

Two teams. You begin with all "standard" weapons and prefixed health and armor. There are no items to pickup. When you get killed, you will have to wait the end of the round. The team which eliminates the whole other team wins. Also known as Clan Arena.

Number of points required to win the whole match depends from Capture Limit (your team earns a point for each round it wins; a team will need to win by at least 2 rounds).

CTF Elimination[]

See also: CTF Elimination

Similar to Elimination mode, but with Capture the Flag rules added to it.

You can score by capturing enemy flag or by eliminating enemy team.

Number of points required to win the whole match depends from the Capture Limit.

Last Man Standing[]

See also: Last Man Standing

Free for All with a bit of Elimination in the mix; everyone kills everyone until one is left standing to get a point. First one to a frag/capture limit or the one to have the most points when the timer ends wins.

Double Domination[]

See also: Double Domination

Two teams. Your team has to keep the control of both checkpoints in the map for 10 consecutive seconds in order to score.

Number of points required to win depends from the Capture Limit.


See also: Domination

Two teams. Each team has to get and mantain control of some checkpoints in order to gain points.

Number of points required to win depends from the Capture Limit. This should be set to a much higher value than usually used for other gametypes (e.g. 500 instead of 8).

See also[]

Appendix available

This page has got an "Appendix" sub-page, which may contain useful extra infos, such as console commands related with the features mentioned in this page, or hints for better usage. After reading this page, don't miss to give a look to its "Appendix", too: