How many gamemodes does Die of Death have?
Six public modes — Default plus five special variants listed above.

Die of Death gamemodes break the default 1 Killer vs up to 8 Civilians script. Most lobbies rotate a special round every three to four normal rounds — read the SPECIAL ROUND banner each queue because cadence can shift after patches.
This die of death gamemodes guide covers all six public modes: Default, Double Trouble, One Bounce, Gunslinger, Evil Scary, and Dienation. Pair with maps (some modes force map size) and evilness guide (rotation penalties differ per mode). Verified July 18, 2026.
Default runs most queues: highest Evilness becomes Killer, civilians draft three Decks, kills add ~30 seconds to the clock (cap ~4 minutes). Special rounds swap modifiers below.
| Mode type | Evilness when you play Killer |
|---|---|
| Default | Resets to 0 (may gain +1 for time lived) |
| Double Trouble · Gunslinger · Evil Scary | Halved, not zeroed |
| One Bounce · Dienation | No Evilness loss from Killer role |
Master table for die of death gamemodes searches, then read role tips under each mode.
| Mode | Core rule change | Win condition |
|---|---|---|
| Default | 1 Killer vs up to 8 Civilians · random Decks | Killer wipes squad OR Civilians survive timer |
| Double Trouble | 2 Killers · half damage each | Same as Default |
| One Bounce | 1 buffed Civilian vs all other players as Killers | Juggernaut survives ~75s OR Killers drop them |
| Gunslinger | Decks = Punch + Revolver only · double damage · no stuns | Same as Default · offensive civilians |
| Evil Scary | Default + Evil Scary entity teleports to nearest player | Same as Default · dodge universal threat |
| Dienation | FFA · everyone is Killer · 500 HP · shrinking fire wall | Last Killer standing |
Standard asymmetric loop — one Killer with four fixed abilities hunts civilians who pick one Deck (two Abilities). Last Civilian triggers Last Man Standing with a shortened timer. Best learning mode on beginner guide.
Two Killers deal half damage per hit (rounding applies to bleed). Civilians: never lead one Killer into the other — split pressure already hurts. LMS favors juking over looping because two hunters sandwich circles.
Killers coordinate kits — Pursuer chase plus Artful walls, or Badware PCs with Killdroid zones. Heals outperform chip because incoming damage is halved.
Juggernaut mode: lowest Evilness player becomes one super Civilian (extra HP per Killer in lobby, +150 max stamina, passive speed). Everyone else is a Killer with ~75 seconds to drop them. Map pick skews large — Temple or The HQ.
Juggernauts want Dash or Revolver; avoid stationary CarePad. Multiple Pursuer Howl slows stack — killer side favors coordination.
Every Deck is Punch + Revolver only. Both deal double damage and stronger knockback but no stuns — Punch applies Locked 1s instead. Civilians go offensive; Killer HP shows on screen (yellow/red warnings below half).
No healing or escape tools — missed shots are lethal. Killers bait both tools before committing. Harken and Artful die fast to Revolver bursts. Post-game Killer bonus can be higher than Default on some patches.
Plays like Default but adds Evil Scary — teleports toward the closest player each second, heavy damage on contact, jumpscare blindness. Civilians take ~100 DPS contact — often one touch. Everyone sees the entity through walls; audio cues warn before six rapid jumps.
Enable Epilepsy Mode on controls if flashing VFX bother you. The entity cannot be stunned — reposition beats greed.
Free-for-all: every player is a Killer with 500 HP, last alive wins. Fire wall closes in (~20 DPS inside). Rarely rolls Grandma's Backyard, Baseplate, or Tundra Trench. Harken dominates shared noise meter; Artful struggles without civilians to puppet. No LMS phase.
Special die of death gamemodes change how Killer duty affects your meter — see full guide on evilness. Kind Mode still disables rotation in casual lobbies.
Pick Deck rows after you know mode and map vote — not before.
| Mode | Civilian draft bias | Killer note |
|---|---|---|
| Default | CarePad + Loveshot balance | Pursuer baseline |
| Double Trouble | Mobility + peel spread | Zone + cleanup duo |
| One Bounce | Dash / Revolver on juggernaut | Badware MVP — Bolt flings |
| Gunslinger | Aim discipline · Revolver lines | Bait Punch reload windows |
| Evil Scary | Comfort picks · Epilepsy toggle | Any — fundamentals first |
| Dienation | N/A — all Killers | Harken · Killdroid top picks |
Lobby hosts shape Die of Death gamemodes experience — enable specials intentionally, not as surprise stomps.
Most pubs insert a special every three to four Default rounds — announce in chat when SPECIAL ROUND banner appears so civilians swap Draft plans (especially Gunslinger and One Bounce).
Before Evil Scary, remind players about Epilepsy Mode on controls. Before Double Trouble, warn healers that split peel beats stacked CarePad.
One Bounce juggernauts need space — vote Temple or The HQ. Dienation prefers Baseplate, Grandma's Backyard, or Tundra Trench. Link maps hub for lore and loop notes.
Six public modes — Default plus five special variants listed above.
A modifier adding a teleporting entity on top of normal 1v8 rules — not a separate game.
Juggernaut mode — one buffed Civilian vs everyone else as Killers. Not a bounce/juke ruleset.
Killer battle royale with 500 HP each and a shrinking fire wall — last Killer wins.
Default — then try Double Trouble once abilities feel readable.
Matched by build plan, shared topics, and guide progression — not random related links.