Without any goals. Player relationships like alliances or war can be chosen freely after the game started.
The last player standing wins. Player relationships like alliances or war can be chosen freely after the game started.
For every player a different random player is assigned as death foe upon game start. The first player who defeats his death foe wins. The death foes of other players are hidden to you. When playing with more than 2 players it can happen that you are not your death foe's death foe.
Players have to gather the selected resource and store them in a specific way to win. Player relationships like alliances or war can be chosen freely after the game started. Some factions can not produce certain minerals in their subparticle cluster ships. This fact should be considered when choosing the mineral that is needed to win. Each faction can produce Lemin in quarkreorganizers though, so this will be the most balance choice.
Players must defend against waves of enemy ships that get stronger with each wave.
When playing cooperatively all players are allied and can therefore give each other ships and share vision. When playing competitively all players are at war with each other. Once the game is started these player relationships cannot be changed anymore.
For each player participating in the game one additional cluster of ships is spawned per wave. These are distributed randomly accross the corners and edges of the galaxy.
Each difficulty has different characteristics:
Players must conquer and hold a region with ships or a planet colonized. Each round the objective is held counts!
Players get points for each round they hold the objective. When the objective is lost the points are kept and not lost. In the mode "region" a player has to be the only one with a ship inside the region (inner circle) to gain points. In mode "planet" the planet in the center of the galaxy needs to be colonized by the player to get points.
In both modes a gravity wave field (outer dashed circle) is present around the objective to inhibit jump engines from working there.