Find your fight

    Four arena FPS modes

    Washiki Washoi! is a free online multiplayer arena shooter with four modes: Duel, Free-for-All, Amphi and Search & Destroy. They share the same movement and weapons, but ask you to use them differently.

    Choose a full-map duel for item control, a busy deathmatch for constant opponents, short kit-based rounds for a focused one-on-one fight, or a team mode where each life matters. The lobby lists the maps actually available for your match.

    One versus one

    Duel

    Two players, one arena and a race for the most frags. Start with the blade, collect weapons and fight for control of armor and mega health.

    The default match lasts ten minutes. A tied score adds overtime until someone leads. Learning item routes and denying your opponent a strong pickup matters as much as landing the next shot. Extra players can spectate and wait in the challengers queue.

    Full rules
    Everyone against everyone

    Free-for-All

    A multiplayer deathmatch where every other player is an opponent. Learn the map, collect weapons and keep moving between fights.

    There is no teammate to cover a route or save you from a bad position. Watch the space around a fight, choose when to join it and use the arena's pickups to stay alive. It is a useful place to practice movement and try different weapons against a busy field.

    Full rules
    Best-of-three 1v1 rounds

    Amphi

    Pick a weapon kit and fight short deathmatch rounds in a small arena. You respawn with your chosen kit; the first player to win two rounds wins the match.

    Default rounds last three minutes. More frags wins the round, with overtime when tied. Choose your kit before joining; changes made during a round apply to the next one. Amphi gives you a focused fight without rebuilding a weapon collection after every death.

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    Team attack and defense

    Search & Destroy

    Attackers carry a bomb to one of two sites; defenders stop the plant or defuse it. Choose a kit between rounds, and stay alive: there are no respawns within a round.

    Teams swap sides at halftime. Positioning, information and covering a teammate matter alongside aim and movement. When the bomb is armed its fuse takes over, so defenders must reach it and finish the defuse before it explodes. The default target is ten round wins with a two-round lead.

    Full rules