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The game is played in seamless rounds. At the beginning of a round, one player per team gets a key in the color of the own team. The player who got the key (called “key carrier”) will see a message and the team mates will instantly see the position of the allied key carrier.
-10 seconds after the beginning of a round, the positions of all keys will be revealed to everyone in the HUD and radar.
+A few seconds after the beginning of a round, the positions of all keys will be revealed to everyone in the HUD and radar.
To win a round (and score big), your team has to grab all the keys and join them together. As soon as a team has all the keys, they must meet. If a single player collects all the keys, the team also wins the round.
1. The key carrier destroyed/lost the key due to own clumsiness: The team is “punished” by rewarding all other teams with a few points. This will appear as “destroyed” in the scoreboard
2. An opponent pushed the key carrier violently into the abyss or a deadly liquid which destroyed the key. This awards the attacking team some points. This will be counted under “pushes” in the scoreboard
-Finally, you can drop your keys by pressing the “Drop flag/key” control. It's [F] by default.
+Finally, you can drop a key by pressing the “Drop flag/key” control. It's [F] by default.
Scoring
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-In Key Hunt, the score depends on the number of teams in the game.
+In Key Hunt, the score depends on the number of teams in the game. As of 0.8.2, the scoring (by default) is as follows:
| Action | 4 teams | 3 teams | 2 teams | Notes |
|:-------------------------------------:|:-------------:|:-------:|:-------:|:--------------------------------------------------:|
| Gather all keys | +300 | +200 | +100 | |
| Make enemy team destroy key | +60 | +60 | +60 | E.g. by pushing key carrier into abyss |
| Enemy team acidentally destroyed key | +17 or +16* | +25 | +50 | Awarded to each team that did *not* lose the round |
-| Collect enemy key | +3 | +3 | +3 | Only counts if the previous carrier of the key was an enemy |
+| Collect key | +3 | +3 | +3 | Only counts if the previous carrier of the key was an enemy |
| Kill enemy key carrier | +2 | +2 | +2 | |
| Kill other enemy | +1 | +1 | +1 | |
| Suicide/teamkill | -1 | -1 | -1 | |
-\* = This is a known bug. See [issue #2344](https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/2344)
+\* = This is a known bug in 0.8.2. See [issue #2344](https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/2344)
+
+### Custom scoring
+
+It's possible for servers to change the scoring by setting [CVars](CVars) (`g_balance_keyhunt_score_*`).
Helpful Hints and Tips
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