Ten Paces
Crucible: Midtown (alternate: Rusted Lands) · Fireteam of 6 · About 12 min
Elimination with the noise turned off. 3v3, one life a round, hand cannons and sidearms only, no radar, no supers, and a 90-second clock that hands the round to whoever holds the center plaza when time runs out.
Mechanics
- 01Loadout: primary slot locked to hand cannons, special to sidearms, heavy disabled, supers off, ability cooldowns at 3x. Anything else equipped does zero damage until you comply.
- 02One life: no revives. A round ends on a wipe or when the 90 s clock reaches 20 s, when the center zone opens as the tiebreaker; the team holding it at zero takes the round.
- 03Match point: first to five rounds. At 4 to 4 the final round spawns both teams within 30 m of the center, radar stays off, and the zone opens immediately.
Phases
- 1
Lobby
The host loads the code. Loadout checks run at spawn and a player with the wrong weapons sees a red HUD warning until fixed.
- 2
Opening Rounds
Rounds 1 to 4. Without radar, sound and sightlines decide fights; most rounds end on a wipe before the zone opens.
- 3
Zone Rounds
Stalled rounds end in the plaza. Holding it at zero wins, so the last 20 s force a push from whoever is behind on bodies.
- 4
Match Point
At 4 to 4, close spawns and an instant zone. The round usually lasts under 30 s and decides the match.
Why it works in Destiny
Private Crucible already supports weapon restrictions, revive toggles and overtime zones; this only asks for finer slot locks, a HUD toggle and a shareable code so a house ruleset can spread. Midtown's three lanes and central plaza make the tiebreak zone a real decision rather than a formality. Players have run gentleman's-rules lobbies for years, and a code turns that into one click.