Boring FPS Icon

Boring FPS Wiki


Information

Boring FPS Logo

About the gamemode

Boring FPS is a game mode that combines board games and first-person shooters.

The goal of the game is to be the last survivor in the match.

You play alternately, for a defined period of time and you can perform actions during your turn, and also when it is not your turn.

You can choose between several classes, each of which will give you access to a unique weapon and unique characteristics in the pregame lobby area.


The game mode is designed to be played by 4 to 6 people for the best possible experience.

Major features include

  • Class selection with unique weapons and abilities
  • Turn-based gameplay with action points system
  • Various maps designed specifically for the game mode
  • Unique weapons for each class
  • Pre-game lobby area
  • End game system
  • Vote map system
  • Multiplayer support for up to 6 players

The Rules

During your turn

You have several options available:

  • Use action points
  • Use movement points

Regarding action points, each class has a limited number per turn.

One point is consumed when you perform one of the following actions:

  • Shooting
  • Reloading
  • Using one of the weapon's special actions

Most weapons have a limited number of rounds per magazine, so you will have to reload from time to time if you want to keep shooting.

Similarly, you have a limited number of movement points. Once they are all used up, you can no longer move.




When it is not your turn

When it is not your turn, you can use a `dash` to move a short distance.

The number of dashes depends on the class selected.

The number of uses is reset when it is your turn.

Special event

Depending on the value defined in the convar bfps_global_turn_endgame starting from turn 10 by default, if only half of the players remain in the game, the end game event is activated.

This implies several things at each new global turn:

  • Players take damage, defined via the convar bfps_damage_endgame
  • The players' aura is revealed to all remaining players for 3 seconds by default, defined via the convar bfps_duration_reveal_endgame
  • The time available at each turn is reduced by 1 second up to a maximum of 5 seconds.