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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
* If a traitor has completed all objectives, they get | *When the Emergency Shuttle docks at Central Command. | ||
*If a traitor has completed all objectives, they get greentext. | |||
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]=== | ===[[File:Changeling.gif|link=Changeling]] [[Changeling]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
* If a changeling has completed all objectives, they get greentext. | *When the Emergency Shuttle docks at Central Command. | ||
*If a changeling has completed all objectives, they get greentext. | |||
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]=== | ===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]=== | ||
It gets worse! The station has been infiltrated by | It gets worse! The station has been infiltrated by both [[traitor|traitors]] and [[changeling|changelings]]! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives! | ||
'''Game Ending Conditions:''' | |||
*When the Emergency Shuttle docks at Central Command. | |||
*If a traitor or a changeling has completed all objectives, they get greentext. | |||
===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]=== | |||
A rare gamemode, the station can be simultaneously infiltrated by both [[Traitor|traitors]] and [[Vampire|vampires]]. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their [[Syndicate_Items#Uplink|uplink]] and their vampire abilities. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
* If a traitorling has completed all objectives, they get greentext. | *When the Emergency Shuttle docks at Central Command. | ||
*If a traitorling has completed all objectives, they get greentext. | |||
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor|Blood Brothers]]=== | ===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor|Blood Brothers]]=== | ||
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Blood brother objectives are usually a small selection of the following: | Blood brother objectives are usually a small selection of the following: | ||
* Assassinate or maroon a specific crew member. | |||
* Steal a restricted item. | *Assassinate or maroon a specific crew member. | ||
* Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together. | *Steal a restricted item. | ||
*Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together. | |||
===[[File:Sword.gif|link=Traitor]] [[Double_Agent|Internal Affairs]]=== | ===[[File:Sword.gif|link=Traitor]] [[Double_Agent|Internal Affairs]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
* If an internal affairs agent has completed all objectives, they get | *When the Emergency Shuttle docks at Central Command. | ||
*If an internal affairs agent has completed all objectives, they get greentext. | |||
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]=== | ===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]=== | ||
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions: | A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions: | ||
* There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with a 3-use talisman, which can summon an arcane tome. | |||
* Cultists draw runes from their own blood, requiring arcane tomes to do so. | *There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with a 3-use talisman, which can summon an arcane tome. | ||
* Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though. | *Cultists draw runes from their own blood, requiring arcane tomes to do so. | ||
* Drawn runes do a number of effects covered in [[cult magic]]. | *Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though. | ||
* The shuttle is possible to call and will end the round. Having a number of cultists escape on it is one of the possible objectives. | *Drawn runes do a number of effects covered in [[cult magic]]. | ||
*The shuttle is possible to call and will end the round. Having a number of cultists escape on it is one of the possible objectives. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins. | |||
* If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins. | *If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins. | ||
* Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time. | *If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins. | ||
*Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time. | |||
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]=== | ===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Ark is destroyed, the crew wins. | |||
* If the Ark does not get destroyed, the Cult wins. | *If the Ark is destroyed, the crew wins. | ||
*If the Ark does not get destroyed, the Cult wins. | |||
===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]=== | ===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | |||
* If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory. | *If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | ||
* If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory. | *If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory. | ||
* If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | *If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory. | ||
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | |||
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]=== | ===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the AI can survive until the round timer elapses, the AI wins. | |||
* If the AI dies, the crew win. | *If the AI can survive until the round timer elapses, the AI wins. | ||
*If the AI dies, the crew win. | |||
===[[File:rev.png|link=Revolution]] [[Revolution]]=== | ===[[File:rev.png|link=Revolution]] [[Revolution]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins. | |||
* If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win. | *If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins. | ||
*If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win. | |||
===[[File:Gscans.png|link=Gang War]] [[Gang War]]=== | ===[[File:Gscans.png|link=Gang War]] [[Gang War]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose. | |||
* If the station is destroyed or evacuated, all gangs lose. | *The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose. | ||
*If the station is destroyed or evacuated, all gangs lose. | |||
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== | ===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | |||
* If the Wizard completes his objectives, the Wizard wins. | *If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | ||
*If the Wizard completes his objectives, the Wizard wins. | |||
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]=== | ===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | |||
* If the Wizard completes his objectives, the Wizard wins. | *If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | ||
*If the Wizard completes his objectives, the Wizard wins. | |||
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== | ===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If a Shadowling ascends, the Shadowlings win. | |||
* If all Shadowlings are killed the crew wins. | *If a Shadowling ascends, the Shadowlings win. | ||
* If the station is evacuated the crew wins. | *If all Shadowlings are killed the crew wins. | ||
*If the station is evacuated the crew wins. | |||
===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]=== | ===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
* If a Vampire has completed all objectives, they get greentext. | *When the Emergency Shuttle docks at Central Command. | ||
*If a Vampire has completed all objectives, they get greentext. | |||
===[[File:Nt display.png]] Extended=== | ===[[File:Nt display.png]] Extended=== | ||
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation. | No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These [[Goals#Station_Goals|Station Goals]] include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
*When the Emergency Shuttle docks at Central Command. | |||
==Other Game Modes== | ==Other Game Modes== | ||
Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring. | Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring. | ||
===[[File: | ===[[File:Clownops.png|32px]] Clown Operatives=== | ||
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* | |||
* If a | *If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | ||
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory. | |||
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns. | |||
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | |||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round. | |||
===[[File: | ===[[File:Monkey.png|32px]] Monkey=== | ||
At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle leaves with | |||
* If the Emergency Shuttle leaves with | *If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins. | ||
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom. | |||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
Monkey mode has undergone many iterations, and is now run as a rare admin-forced gamemode rather than in rotation. | |||
===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]=== | ===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time. | *A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time. | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
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'''Reason for exclusion:''' | '''Reason for exclusion:''' | ||
Too reliant upon roleplay and rounds tend to devolve into too much chaos. | Too reliant upon roleplay and rounds tend to devolve into too much chaos. | ||
===Dynamic=== | |||
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have up to three roundstart rulesets depending on the pop and threat level. Then there are latejoin and midround rulesets. The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. | |||
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart: | |||
*Peaceful Waypoint: Threat 0 to 19, no antagonists alive | |||
*Core Territory: 0 to 19, with antagonists | |||
*Anomalous Exogeology: 20 to 39 | |||
*Contested System: 40 to 65 | |||
*Uncharted Space: 66 to 79 | |||
*Black Orbit: 80 to 99 | |||
*Impending Doom: 100 | |||
'''Reason For Exclusion:''' | |||
Experimental, still undergoing balancing. | |||
===[[File:Assimilate.png|32px]] [[Assimilation]]=== | ===[[File:Assimilate.png|32px]] [[Assimilation]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If a hivemind host has completed all objectives, they get greentext. | *If a hivemind host has completed all objectives, they get greentext. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle, after the set amount of time has passed, leaves. | |||
* Everyone present and alive on the shuttle at the end is considered to have won. | *When the Emergency Shuttle, after the set amount of time has passed, leaves. | ||
* Everyone left behind or dead at the end is considered to have lost. | *Everyone present and alive on the shuttle at the end is considered to have won. | ||
*Everyone left behind or dead at the end is considered to have lost. | |||
'''Reason For Exclusion''' | '''Reason For Exclusion''' | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*The team that gained the most points by completing their objectives wins. | *The team that gained the most points by completing their objectives wins. | ||
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===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages=== | ===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages=== | ||
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate. | Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails. | *If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails. | ||
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. | *If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*The last person alive wins. | *The last person alive wins. | ||
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Mass-chaos. More an event than a gamemode. | Mass-chaos. More an event than a gamemode. | ||
===Darkspawn=== | ===[[Darkspawn]]=== | ||
Still under development, you can check on the status of the mode [https://github.com/yogstation13/Yogstation/pulls?utf8=%E2%9C%93&q=is%3Apr+Darkspawn+is%3Aclosed+ here]. Occasional tests are currently ran to see what needs improving. | Still under development, you can check on the status of the mode [https://github.com/yogstation13/Yogstation/pulls?utf8=%E2%9C%93&q=is%3Apr+Darkspawn+is%3Aclosed+ here]. Occasional tests are currently ran to see what needs improving. | ||
=== [[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]] === | |||
Similar to, but unaffiliated with Cults, '''heretics''' can advance upon '''unique ability trees''' by sacrificing crew members. With access to the paths of '''rust, ash and flesh''', they can choose to specialize in different abilities, building towards their eventual '''ascension'''. | |||
Heretics are solo antagonists like Traitors. | |||
'''Game Ending Conditions:''' | |||
*When the Emergency Shuttle docks at Central Command. | |||
*When a heretic completes their sacrifices and ascends. | |||
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor|Trust No]][[Changeling| One]]=== | |||
Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one. | |||
'''Game Ending Conditions:''' | |||
*When the Emergency Shuttle docks at Central Command. | |||
*If a traitorling has completed all objectives, they get greentext. | |||
'''Reason For Exclusion:''' | |||
Doesn't work on secret, people will end up paranoid in normal traitorling rounds. | |||
==Removed game modes== | ==Removed game modes== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the Abductor Scientist dies, the Abductors lose. | *If the Abductor Scientist dies, the Abductors lose. | ||
*If all the objectives have bin completed, the Abductors get greentext. | *If all the objectives have bin completed, the Abductors get greentext. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the crew manage to destroy the blob core, the crew will win. | |||
* If the blob manages to spread to a predetermined size, the crew will lose. | *If the crew manage to destroy the blob core, the crew will win. | ||
*If the blob manages to spread to a predetermined size, the crew will lose. | |||
'''Reason for exclusion:''' | '''Reason for exclusion:''' | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | |||
* If a traitor/ling has completed all objectives, they greentext. | *When the Emergency Shuttle docks at Central Command. | ||
* If an abductor has completed all objectives, whether they're dead or alive, they greentext. | *If a traitor/ling has completed all objectives, they greentext. | ||
*If an abductor has completed all objectives, whether they're dead or alive, they greentext. | |||
'''Reason for exclusion:''' | '''Reason for exclusion:''' | ||
This gamemode is no longer included in the gamemode rotation or admin force menu. | This gamemode is no longer included in the gamemode rotation or admin force menu. | ||
=== | ===Hand of God=== | ||
Two rival cults have taken root on the station! | Two rival cults have taken root on the station! | ||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
This game mode is no longer being maintained. | This game mode is no longer being maintained. | ||
===[[Nations]]=== | ===[[Nations]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle leaves. | |||
*When the Emergency Shuttle leaves. | |||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
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Never used. | Never used. | ||
[[category:meta]] [[Category:Game Modes]] | [[category:meta]] | ||
[[Category:Game Modes]] |