Game Modes
Which modes are live, what they pay and the daily caps are set by Max. The mechanics are not.
Player versus player
Player versus environment
The world
Vanguard — the siege battle
Vanguard is the deepest team mode: a siege-style battle where two teams of 4–10 fight through phases to reach and kill the enemy Commander. It is the only mode where your position matters as much as your build — and it is the same engine that powers region liberation against NPC armies.
Teams are auto-balanced by total power, then each side assigns three roles. How many of each depends on team size:
| Team size | Front | Rear | Commander |
|---|---|---|---|
| 4 | 2 | 1 | 1 |
| 5 | 3 | 1 | 1 |
| 6 | 3 | 2 | 1 |
| 7 | 4 | 2 | 1 |
| 8 | 5 | 2 | 1 |
| 9 | 6 | 2 | 1 |
| 10 | 7 | 2 | 1 |
The three roles
| Role | What they do |
|---|---|
| Front | The line that fights first. Everyone not a Rear or Commander is Front. |
| Rear Guard | Held back until the front breaks. Enters with +15% STR and +10% CON — fresh reinforcements, not fodder. |
| Commander | One per team, and the target. Protected until the very end, then enters with +50% HP, +25% STR, +20% CON if never touched. The team whose Commander dies loses. |
The phase cycle
Each cycle runs the attack through the enemy formation in order:
| Phase | The fight |
|---|---|
| Phase 1 | Front line versus front line, everyone at once. |
| Phase 2 | The survivors push into the enemy Rear Guard, who are now buffed. |
| Phase 2B | If that push is repelled, Rear fights Rear directly. |
| Phase 3 | Whoever is left reaches the defending Commander. |
If the Commander survives Phase 3, a new cycle begins: every player resets to full HP, but the Commander keeps its current HP — it is never healed back up. Chip it down across cycles and it stays down.
Two mechanics keep it from stalling. Wear: if a Commander takes zero damage in a cycle, it loses 10% of its max HP anyway — you cannot turtle forever. Sudden Death: if no Commander has fallen by the sixth cycle, both Commanders and their Rears fight directly to the death, no more cycles.
Commanding from the front
A Commander does not have to wait. They can Rush — enter the fight early — but a Mobilized Commander gets smaller bonuses (+40% HP, +15% STR, +10% CON) than one who stayed intact, and after rushing they must hold for 2 rounds before they can Withdraw. Once you commit the Commander, you commit.
Vanguard rewards reading the board, not just hitting hardest. Who you put Front decides who absorbs Phase 1; a strong Rear turns a lost front into a counter-punch; and a Commander pushed too early — or held too timidly into Sudden Death — loses games a better team should win.
Events and drops
Timed events drop rewards into a channel; you usually claim by clicking. Loot / Tag / Triad / Escort Drops are tied to specific modes, some with a Doppel twist. Blind Drop hides the reward. Traitor Drop adds a betrayal mechanic. Airdrops are promo-code drops with atomic first-come claims. The Roulette is a 2,000 OIL spin for withdrawable prizes, tokens and chaos gear.
The Marked Hunt
A random player gets marked and must face an NPC encounter. It triggers under conditions Max sets.
The Guardians Compendium. A Discord RPG built and run by Max. Every formula, item, region, quest and line of prose here was read out of the live bot. Reward amounts, drop rates, daily caps, prices and which panels are up are set by Max on the server the bot lives in.
Contact: questions, feedback, or proposals → contact@guardiansrpg.com.