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🎟️ Ticket Rush

Thirty seconds of scrambling for tickets. Grab them off the floor, steal them from whoever is carrying, and get them to your base before someone does the same to you.

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Thirty seconds, and they go fast

A machine in the middle of the arena spits tickets onto the floor. You run over them to pick them up, and you have to carry them to your base for them to become points. A carried ticket is worth nothing — it is worth something once deposited.

That distance between picking up and banking is the whole game. The more you hoard before going back, the more you lose if someone catches you.

Stealing is part of it

Touching someone who is carrying tickets takes their load. No penalty, no revenge cooldown: it is the central mechanic, and anyone who never steals is playing half the game.

The consequence is a constant decision: the player with the biggest load is the best target and the closest to banking those points. Chasing costs time you are not spending depositing.

The second half is worth more

In the final fifteen seconds the machine enters bonus mode and starts dropping golden tickets, worth five points instead of one. It speeds up too.

In practice the match contains two games: the first fifteen seconds decide position and how well you read the arena, and the last fifteen can overturn everything. Being far from the machine when the bonus starts is the most expensive mistake available.

The machine does not stand still

It patrols: it picks a distant destination, travels there with a sway, pauses for a moment and picks another. It never stops inside anyone's base.

Following the machine is tempting and usually wrong — you end up far from your base exactly when you need to deposit. Anticipating where it is going is worth more than chasing where it is.

Controls

There is no pick-up button and no deposit button: touching a ticket picks it up, entering your base banks it. The match is far too short to have more than one thing to think about.

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