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Casual & Objective Modes

Casual is the no-stake lane, free to play, and no gear equipment at all:

  • Learn movement and aim.
  • Test heroes/weapons without economic risk.
  • Onboard before ranked extraction play.

At launch, room capacity can be limited and rotated.

  • Limited lives each round.
  • Elimination matters because no instant respam.
  • Players contest a central resource and carry collected tokens or bottles.
  • The objective result determines the winning side.
  • In a pooled competition, winners divide the configured winner allocation; kills do not directly transfer the defeated player’s stake.
  • Bottle Grab is the Soda Stake presentation of Token Grab.

For illustration, a room might allocate 70% of its pooled entries to the winning side. The room’s authoritative configuration decides the actual value.

  • Teams occupy one or more marked zones.
  • Occupation builds team control progress.
  • First to the target—or the leader when time expires—wins.
  • Kills are tactical because they clear the zone, not because they directly steal stake.

An objective room might configure a 60–80% winning-side allocation. This is an example range, not a fixed default.

  • Team ball control and scoring.
  • High focus on movement and coordination.
  • Casual does not replace ranked.
  • Ranked remains the core extraction economy.
  • Objective modes can graduate into ranked variants only after their authoritative result envelope, team payout policy, balance, and settlement tests are complete.

Core rules: Ranked Matchmaking.