Spindle One spin. One run.

All challenges

Browse every challenge, grouped by game and category. Custom challenges you saved appear with a Custom badge.

PUBG

Loot & Inventory

Any

One House to Rule Them All

You can only loot the very first building you enter. After that, all gear must come from enemy crates or airdrops.

Any

Unburdened

You cannot use a backpack.

Any

Dust to Dust

You cannot loot corpses.

Any

Shaq Attack

Can only loot shacks.

Any

Spray and Pray

You can only use automatic weapons on automatic.

Any

Dead Man’s Roulette

Every time you kill an enemy, you must swap your entire inventory with theirs.

Solo

The Pacifist

You are not allowed to kill anyone. Win the game using only healing items and the Blue Zone to outlast the final opponent.

Any

No Attachments

Any gun is allowed, but you are forbidden from using scopes, grips, muzzles, or extended mags. Iron sights only.

Any

Airdrop Hunter

You cannot loot buildings. You must find a vehicle and obtain all gear exclusively from airdrops.

Combat & Weapon

Any

Robin Hood

You can only use the Crossbow and Melee weapons. No armor allowed for bonus difficulty.

Group

The Assistant

One teammate must be first to hit opponents. That teammate can only get Assists. No kills for them.

Any

The Specialist

Only use guns with the same ammo type.

Any

Pistols Only

You are restricted to sidearms for the entire match. No primary weapons allowed.

Any

The Boom Squad

Guns are prohibited. Your only offensive options are Throwables.

Any

Warning Shots

Before engaging an enemy, you must fire exactly three shots into the air to announce your presence.

Any

Loot or Die

Call your loadout before jumping from the plane.

Movement & Roleplay

Any

Road Rage

All kills must be from a vehicle. Foot travel is only permitted to reach the next car.

Any

King of the Hill

Hold center circle everytime the circle shrinks. This is your Hill and you're the King, baby.

Group

Social Distancing: Battle Royale Edition

Social Distancing: Battle Royale Edition

Any

Fast & Furious

By land or see, these vehicles belong to me. Take or disable every vehicle you see. Bonus points if you steal another team's ride.

Any

The Sloth

You are not allowed to stand up or run once you land. You must remain crouched or prone for the entire game.

Any

Bridge Toll

You must hold a major bridge and prevent passage until the Blue Zone forces you to leave.

Group

The VIP

One player is designated as the unarmed VIP. The challenge fails if the VIP dies.

Any

HUD-Less Veteran

Disable the entire HUD (Ctrl+U). Play with no map, health bar, or ammo count.

DayZ

Survival Challenges

Any

The Vegetarian

You cannot eat canned or packaged food. You must survive entirely on gathered berries, mushrooms, and farmed vegetables.

Any

Well-Seasoned

You cannot drink from wells or water pumps. You must rely purely on found soda cans, fruit, and boiled lake water.

Any

Cobbler’s Curse

Your father was a cobbler and in his honor, discard your shoes as soon as you can and only wear improvised wraps this life.

Any

Patient Zero

If you contract a cold, flu, or infection, you are forbidden from taking medicine. You must survive the illness naturally.

Solo

The Navigator

No external maps (iZurvive) or in-game maps allowed. Navigate purely by road signs, the sun, and the stars.

Combat & Gear Challenges

Any

Eagle Eye

You can use any rifle, but you are forbidden from attaching any optics. Iron sights only!

Any

Old Guard

Limit your loadout to historical weapons only (Mosin, M1 Garand, Thompson, or 1911). No modern tactical vests allowed.

Group

The Undertaker

Every time you kill a player, you must stay in the area until you have successfully buried their body or their gear.

Any

Toxic Avenger

Enter the first Toxic Zone you see and remain inside until you find a melee weapon. Once you leave, you must pretend to be ’contaminated’ for as long as your filters allow.

Any

Robin Hood

Firearms are prohibited. Your only ranged option is the Crossbow. All other kills must be melee.

Social & RP Challenges

Any

The Naked Truth

Hold up the next player you see and ’tax’ them. Take one item of their clothing but leave them alive.

Any

Guardian Angel

Find a fresh spawn on the coast and follow them from a distance. Protect them from zombies and players without them seeing you.

Any

The Wiggle Warrior

You cannot initiate combat. You must ’wiggle’ (Q/E lean) at every player you see and attempt to trade an item before moving on.

Any

Long Pig Luck

Your character must develop the ’Kuru’ laugh. Then hunt other players for their meat. Any player you encounter can join your Kuru-ness or be added to the meat collection.

Any

Hospitality or Hostility

As long as you are in the new spawn area, offer food, drink, or any item in person. Refuse lethal force unless they fire first.

Any

Vow of Silence

No voice chat to unknown players unless they speak to you first. Negotiate purely with emotes and/or leans until combat starts.

Any

The Town Crier

Each time you’re within voice range of a stranger, yell one truthful local warning (’wolves northeast’, ’sniper hill’, etc.) before deciding friend or foe.

Any

Second Chances

If you knock a player out, you must stabilize them and explain you mistook them for an enemy.

Any

The Art of the Deal

Make a deal with a player (’I’ll guide if you spare me’, swap seeds for ammo’). Honor the contract no matter how inconvenient.

Any

Highwayman’s Honor

You may initiate hold-ups, but you must state intent (’drop food, keep guns’) before weapons up, and honor what you demanded.

Any

Highway to Hell

Declare one road choke point as your checkpoint for at least 45 minutes. Vocally question passers-through; RP robocop or diplomat. KOS only after clear hostile act.

Solo

Memento Mori

Each time you find a fresh unidentified corpse scene, linger 45 seconds and recite their eulogy over voicechat.

Any

Dead Air

Carry a radio. Transmit short thematic messages every ten minutes (’weather report’, fake news bulletin, poetry) on any open frequency.

Any

The Tagalong

Openly follow the first geared player, announce you’re learning. Ask one genuine question (’where’s wrench?’). Depart after answer or hostility.

Any

The Debt of Honor

If any player heals, feeds, or gifts you, repay the debt with equal value loot before logout, even if inconvenient.

Any

The Peace Summit

Find a neutral structure and invite the first stranger you see inside for a sit-down voice trade. Guns holstered til betrayal is obvious.

Slay the Spire 2

Custom Mode (Modifiers)

Group

Chat picks the modifiers

Clear a Custom Mode run with modifiers chosen by chat. Chat votes on which ones and how many to enable. Use 1 as the top selection and 16 as the bottom selection from the modifier list in the game's Custom Mode menu.

Deckbuilding Constraints

Any

Tiny Deck

Finish the run with 12 or fewer cards in your deck.

Any

Big Deck

Finish the run with 35 or more cards in your deck.

Any

No Removes

You may not remove cards at the Merchant or via events. (Transforms are allowed.)

Any

No Upgrades

You may not upgrade cards for the entire run.

Any

No Rest For The Weary

No resting at Rest Sites. If no action is possible, skip the Rest Site action.

Any

Singleton

No duplicate cards in your deck at the end of the run. If you would gain a duplicate, skip that reward.

Any

Pick a Side

At the beginning of the run, declare a side (left, right, or middle) and only take the card reward from that side.

Any

Potion Minimalist

You may carry at most 1 potion at a time. If you would gain a potion while full, you must discard your current potion.

Any

Curse Collector

Anytime you are offered a Curse, you must take it whenever possible.

Any

Employee of the Month

The only source for relics is from the boss reward. You may not take any other relics unless forced to by circumstance.

Combat Rules

Any

No Block Buttons

You may not play any card whose primary purpose is gaining Block. (Incidental block from other effects is fine.)

Any

No Attacks

You may not play any Attack cards. (Damage from non-attack sources is allowed.)

Any

Flawless Victory

Defeat the Act boss without taking HP damage during the boss fight.

Any

Elite Hunter

Fight at least 2 elites per Act.

Any

No Elite

Avoid all elites if possible. If forced, take the path with the fewest elites.

Any

Speed Climb

Play for pace: finish your run in under 60 minutes (or your own stream-friendly timer).

Routing & Economy

Any

Shopaholic

Visit every shop you can. If you have a path choice, prefer routes that include shops.

Any

No Shop Purchases

You may enter shops but you may not buy anything. (Card removals count as purchases.)

Any

Gold Hoarder

Finish the run with 300+ gold. Only spend if it prevents death.

Any

Event Addict

When choosing paths, prefer Unknown/Event rooms over combats whenever possible.

Any

Fight Club

When choosing paths, prefer combats over Unknown/Event rooms whenever possible.

Co-op Challenges

Group

Shared Plan

Each floor, you must agree on a single “theme” for the next fight (e.g., block, burst, scaling) and all play toward it.

Group

No Duplicate Roles

Pick distinct roles: one player is “damage”, the other is “defense/support”. Don’t take cards that primarily belong to your partner’s role.

Group

Relic Draft

Alternate who takes the next relic reward (Player 1 takes first eligible relic, Player 2 takes next, repeat).

Group

Card Draft

Alternate who is allowed to take a card reward. If it’s not your turn, you must skip the card reward.

Helldivers 2

Citizen-arms (Ministry-approved)

Any

Democracy at distance

For the whole operation, every Helldiver must run a marksman or sniper-class primary. No assault rifles, SMGs, shotguns, or LMGs as primaries.

Any

Shotgun plebiscite

Primaries must be shotguns only for every mission in the operation. Secondaries and grenades are still allowed.

Any

Freedom from Scopes

No scopes or magnified optics on any weapon. Red-dot style sights are OK; when in doubt, use iron sights only.

Any

Light as Liberty

Light armor only.

Any

The burden of freedom

Heavy armor only. Embrace the slow walk of liberty.

Any

Explosive primaries aid dissidents

No explosive primaries or secondaries (no rocket launchers, grenade launchers, or explosive special weapons). Throwable grenades are still allowed.

Any

Directed-energy democracy

Only energy-based primaries (lasers, arcs, etc.) for the operation. Kinetic bullet primaries are forbidden.

Stratagem decrees

Any

Eagle silence

No Eagle stratagems for the entire operation. Orbitals, support, and backpacks are still fair game.

Any

Orbital dissent quashed

No Orbital stratagems for the operation. Everything else is permitted.

Any

Sentry patriots on patrol

Every loadout must include at least one automated sentry-type stratagem. You must deploy it at least once per mission.

Any

Mandatory cluster citizenship

Every Helldiver must equip Eagle Cluster Bomb and fire it at least once per mission. Plan spacing for democracy.

Truth on the ground

Any

No Objective Left Behind

Clear every optional side objective on the map before finishing the primary objective.

Group

The Sampler

Designate one Helldiver to pick up every sample during the mission. They cannot transfer samples until back at the ship.

Group

Fratricide penance protocol

If the squad wipes once from self-inflicted damage (grenades, stratagems, or bullets), you must downgrade difficulty next mission.

Any

Factory decommissioning mandate

When fighting Automatons, destroy at least one factory-related objective using only stratagems or heavy weapons. No small-arms chip damage finish.

Managed democracy drills

Group

Mandatory stratagem referendum

Before each mission, chat votes on one stratagem everyone must include in their loadout for that drop.

Group

Rotating drop captain (democratic)

Rotate who picks the mission card / difficulty modifier each planet. That person also chooses extract timing call.

Group

Buddy system for liberty

Pair up; buddies must stay within ping range of each other.

Group

Leader of the pack

Only one Guard Dog / backpack drone-type stratagem allowed in the squad for the mission. Pick who brings it.

Group

Revive first, retaliation after truth

When someone goes down, the nearest Helldiver must attempt revive before dealing damage to new threats unless impossible.

Group

Sample detour, majority rules

Ask chat to vote on one risky detour for a sample POI.

Liberty under pressure

Any

Maximum Freedom

Run every mission at the highest difficulty your squad can select (Helldive if unlocked).

Any

Sevens are the minimum truth

Minimum difficulty 7 for the operation. No dipping to lower tiers after a wipe.

Any

Timed spread of liberty

Set a real-world 20-minute timer when boots hit dirt. Extract or die trying before it buzzes.

Group

No reinforcement crutch (traitors begone)

No reinforcement beacon stratagems for the mission. If the squad wipes, the mission is over for challenge purposes.

Any

Rapid evac for democracy

After the primary objective completes, extract within three minutes of in-game time.

Solo

Solo martyr clause (no redeploy dissent)

Solo: complete one full mission without using reinforcements or redeploy. If you fall, restart the mission for the challenge.

WARDOGS

Loadout discipline

Any

Standard issue only

Use the starting gear all match. No swapping, upgrades, or donations.

Any

Rifle truth

Stick to one primary rifle for the entire run. No swapping mid-match.

Any

Iron doctrine

No sights at all.

Any

Resupply is a right

Run supply runs by air or land all game. Comm with builders and bring whatever is requested.

Any

Light on your feet

Use any combination of gear as long as you do not exceed light weight.

Any

No attachments

No scopes, no grips, no muzzle devices. Everything stock.

Any

Snipe only

Can use any gun as long as it is used at distance. Any scope allowed.

Any

Holster discipline

Weapon stays holstered until first contact.

Any

Suppressed operator

Suppressor on every weapon for the entire run.

Any

Ammunition conservation

One magazine loaded in your weapon. No reserve. Good luck.

Any

Zero to Hero

Start with nothing and only use equipment looted from dead enemies.

Any

Artillery embargo

Hand guns, medicine, smokes only.

Zone discipline

Any

W for the win

Never stop moving forward.

Any

FOBicide

Capture an enemy FOB and leave it within thirty seconds.

Any

Pop it like it hot

Kills only count inside the hot zone.

Any

Sniper nest

Hold one elevated overwatch position for the whole run. Die and return to the same spot for the whole match.

Squad drills

Group

Friends with benefits

Squad up and stay with your squad the entire game. Share the glory, share the pain.

Group

Life Before Death

Revive the nearest downed player immediately unless they are under fire, in which case you clear the threat first.

Solo

Full Commit

No flanking. Take the most direct route to your objective and never leave the approach your team would use.

Group

Chat Builds Loadout

Chat builds your loadout every life for this match. If an item is requested you do not have unlocked, chatter gets timed out for x minutes.

Any

Silent but Deadly

No shots fired. Be the ultimate recon player.

Group

Field Doctor

Medical supplies only. No offensive ordnance.

Group

Field Commander

Orchestrate your teams victory in voice and team chat the entire game. Voice it as a famous figure for bonus points.

Solo

Eagle eyes

Reconnaissance only. Do not trigger contact yourself.

Group

Single and Down to Mingle

Squad mates stay in the safe zone until the squad wipes. Then deploy together.

ARC Raiders

Loadout

Any

One primary

Take one primary for the whole raid. You may keep a sidearm.

Any

Iron sights

No magnified optics on any weapon.

Any

Shotgun door

Your primary must be a shotgun.

Any

Sidearm only

Do not equip a primary. The sidearm is your only gun.

Any

No shield

Do not equip a shield.

Any

No explosives

No grenades, mines, or explosive weapons.

Extraction

Any

First hatch

Once you can see an extraction point, go there. No more looting.

Any

Full pockets

Extract with your safe pocket filled and your bag at least half full.

Any

Clean run

If you go down, the raid is a fail even if someone picks you up.

Any

Late extract

Do not start moving to extract until the timer is under a third.

Solo

Quiet solo

Play solo. Extract without firing a shot.

Squad

Group

Same class of gun

Everyone uses the same weapon class.

Group

Revive first

A downed teammate comes before loot and before the fight.

Group

One caller

One player calls the route. The others follow it.

Group

Their loot

You may only extract items a teammate found.

Group

Stay in sight

Play as a full squad and keep line of sight on each other.

The surface

Any

Machines only

Fight ARC. Do not shoot another raider unless they shoot first.

Any

Leave the machines

Extract without destroying an ARC unit.

Any

No camping

After you open a container, you leave that building.

Any

Dark drop

If a night raid is available, play that. Otherwise bring no light source.

Delta Force

Loadout

Any

Rifle only

One assault rifle for the whole raid. No secondary gun.

Any

Irons and dots

No magnified optic.

Any

Shotgun entry

The shotgun is your primary for the raid.

Any

Pistol raid

Sidearm only. Leave the primary slot empty.

Any

No armor plates

Do not bring body armor.

Any

No throwables

No grenades or other throwables.

Operator

Any

One operator

Stay on the operator you queued. No swapping if the game lets you.

Any

Ability once

You may trigger your operator ability only once in the raid.

Any

Support kit

Bring a healing or ammo gadget and use it on a teammate before you extract.

Any

No gadgets

Operator ability is allowed. Tactical gadgets are not.

Solo

Recruit rules

Play the most basic operator you own, solo.

Extraction

Any

First safe exit

Take the first extraction that is open. Do not shop for a closer one.

Any

Paid exit

If a paid or keyed extract exists, you must use that one.

Any

Value target

Extract with at least three items that are not ammo or meds.

Any

No third party

If two other squads are fighting, you leave the area. Do not shoot in.

Any

Down fails it

A down, even one you get up from, fails the challenge.

The raid

Any

Marked route

Pick one named point of interest before you drop and loot only there.

Any

No vehicles

Travel on foot.

Group

Squad of three

Queue as three. Stay within one building of each other.

Group

Call your shots

Before you fire, say the target. A surprise shot fails it for the squad.

Hunt: Showdown

Weapons

Any

Single shot

Every firearm you bring is single shot. No repeating rifles or pistols that hold more than one round.

Any

Shotgun bounty

Your primary is a shotgun.

Any

Compact only

Compact ammo weapons only.

Any

Melee promise

You must take a melee tool and get at least one melee kill before you extract.

Any

Iron sights

No scopes.

Any

One gun

Bring one firearm. The rest of your slots are tools and consumables.

Any

No special ammo

Standard ammo only.

The bounty

Any

Boss first

Go to the boss lair before any other clue beyond the first compound.

Any

Take the token

You do not extract without a bounty token.

Any

Banishing wait

After you start a banish, your team stays in the compound until it finishes.

Any

No second boss

One token is enough. Do not start a second banish.

Solo

Solo token

Play solo, take one token, and extract.

Group

Give the token

The player who did not banish the boss is the one who carries the token out.

Any

Dark sight once

Each hunter may use dark sight only once during the match.

Kit

Any

No healing items

Medkits and vitality shots stay at the shop. Traits that heal are allowed.

Any

Tools only

No consumables. Tools are allowed.

Any

Silent entry

Do not shoot a gun until you are inside the boss lair or another team shoots you.

Any

Cheap loadout

The sum of your hunter loadout stays under a modest budget you agree before the match. If you cannot see prices, bring no legendary or special variants.

Group

Trio rules

Play as a trio. No one ranges more than one compound ahead.

Any

Trait cap

Use at most two traits. Unequip the rest if the hunter already has them.

Dark and Darker

Class and gear

Any

Grey and white

Wear only grey and white gear. No green or better.

Any

No plate

No plate armor and no heater or large shield.

Any

Class weapon

Use only the weapon types your class starts able to use. No off-class picks.

Any

Melee class

If your class can fight in melee, you do. Ranged attacks are for pulling only.

Any

One potion

Bring a single healing item.

Any

Default look

No capes, skins, or other cosmetics that change your silhouette much. Play the base look.

The dungeon

Any

One floor

Clear the objective on the floor you spawned on. Do not take a red stair unless the objective is down there.

Any

No portal rush

You may not take an escape portal until the circle has moved at least once.

Any

Leave the treasure pile

Take at most one valuable from each room.

Any

Kill the room

Clear the monsters in a room before you loot it.

Solo

Solo crypt

Queue solo. Extract without dying.

Any

Lights out

No torches, lanterns, or light spells unless a teammate is down.

The party

Group

Three roles

A front line, someone who can heal or shield, and someone who opens doors and chests. Stick to those jobs.

Group

Share the gold

Before you escape, trade so each player holds about the same value.

Group

Voice the door

Nobody opens a door or a portal unless the party has said so.

Group

Revive over loot

A downed friend is the next action. Loot waits.

Group

Same class

Everyone plays the same class.

Group

No friendly fire jokes

A hit on a teammate fails the run for the party.

Deep Rock Galactic

Class

Group

One class

The whole team picks a class before the mission and nobody swaps.

Group

Scout lights

The scout is the only one who may place flares. Everyone else calls for light.

Group

Driller path

The driller digs the route. The others do not drill terrain.

Group

Engineer holds

Every defence is built from platforms and turrets before anyone starts the objective machine.

Group

Gunner shields

The shield is for revives and resupplies only, not for pushing.

Group

No duplicate class

Four different classes. If you are fewer than four, still no duplicates.

Weapons and tools

Group

Stock primaries

No overclocks. The weapon stays as the base version.

Group

No secondaries

Primary weapon only.

Group

Melee finish

Each dwarf must get at least one pickaxe kill.

Group

One grenade

You may throw only one grenade during the mission.

Group

Scout shotgun

If a scout is on the team, their primary is the shotgun.

Group

No flare gun waste

Flares go on the ceiling of the room you are in, not down a tunnel you have left.

Group

Turret diet

The engineer may place only one turret at a time.

Group

Zipline rides

If a zipline is up, the team uses it to cross. No walking the long way once it is built.

Mission

Group

Main only

Do the primary objective and call the drop pod. Skip secondary objectives.

Group

Secondary first

Finish the secondary objective before you start the primary machine.

Group

No resupply until half

Nobody calls a resupply until the team ammo is visibly low, and you share one pod.

Group

Stay for the swarm

When a swarm is announced, the team holds in one room until it ends.

Group

Point extraction rush

On point extraction, you leave as soon as the quota of aquarqs is in. On other mission types, you call the pod as soon as the main objective completes.

Group

No blank minerals

Every mineral chunk you see on the way to the objective gets mined.

Group

Hazard honest

Play at least hazard 3. If the host is new, hazard 2 is allowed and you say so before launch.

Group

Full team extract

Everyone must be in the drop pod. A dwarf left behind fails it.

Darktide

Class

Group

One class

Lock your class for the mission. No swapping at the mourningstar between failed tries of the same challenge.

Group

Veteran ammo

The veteran is the only one who uses ammo crates, and only when two people are low.

Group

Zealot front

The zealot stays in front. They do not sit on the ranged line.

Group

Psyker block

The psyker quells peril before it hits 100. An overload fails the mission for the team.

Group

Ogryn body

The ogryn revives and shoves. They do not wander off for ammo.

Group

No duplicates

All different classes.

Weapons

Group

Las only

Every ranged weapon is a las weapon.

Group

Autoguns

Every ranged weapon is an autogun or autopistol.

Group

Melee mission

You may fire only when a special is announced. Everything else is melee.

Group

No staffs

Staves and force swords stay on the ship.

Group

Iron sights

No sights beyond the weapon default. Take them off if you added any.

Group

One grenade

Each player may throw a single grenade.

Group

Blessing cap

Use a weapon with no more than one blessing active. Take a plainer weapon if yours has two.

Mission

Group

Main path

No side rooms unless a teammate is down inside one.

Group

Medicae last

The team may use one medicae station, and only after someone has gone down.

Group

Coherency

Stay in coherency. If the icon breaks, you stop and regroup before you shoot.

Group

Mark specials

Tag every special before you kill it. An untagged special kill fails the rule.

Group

No ammo aura waste

Do not pick up ammo unless your reserve is under half.

Group

Uprising or higher

Play uprising or above.

Group

Full extract

Everyone reaches the valkyrie. A dead operative at the end fails it.

Space Marine 2

Class

Group

One class

Lock the class for the operation.

Group

Bulwark front

The bulwark leads and plants the banner only for a revive or a last stand.

Group

Sniper posts

The sniper takes a real angle. They do not stand in the melee pile.

Group

Heavy suppression

The heavy fires to pin a wave, then lets the others push.

Group

No duplicate class

All different classes.

Group

Ability budget

Each class ability may be used twice per operation. Count them out loud.

Weapons

Group

Bolt only

Bolt weapons only. No plasma, melta, or las.

Group

Sidearm habit

When you reload, you finish the current fight with the sidearm before you reload the primary.

Group

Melee executable

Each player must perform at least one execution.

Group

No grenade spam

One grenade per player for the operation.

Group

Iron sights

No optics you attached. Use the default sight.

Group

Ammo discipline

Do not pick up an ammo cache unless someone is in their last magazine.

Operation

Group

Objective straight

Skip optional pickups. Do the mission goal and extract.

Group

Hold the circle

During a defence wave, nobody leaves the marked area to chase.

Group

Stim share

The first stim of the operation goes to a teammate, not to yourself.

Group

Call the extremis

When an extremis enemy spawns, the team focuses it before add clear.

Group

Substantial or higher

Play substantial difficulty or above.

Group

Squad extract

All three marines finish the operation.

Ready or Not

Loadout

Any

Pistols

Sidearms only for the mission.

Any

Less lethal

Beanbag, taser, or pepperball. No lethal firearms.

Any

Rifle team

Rifles only. No SMGs or shotguns.

Any

No armor

Light uniform. No ceramic plates.

Any

Wedge and mirror

You must bring a mirror and a door wedge, and use each at least once.

Any

Iron sights

No magnified optics.

Rules of engagement

Any

Warn first

Yell for compliance before you shoot, unless they are already shooting.

Any

No headshots

Body shots only. A headshot fails the run.

Any

Cuff them

Every suspect who can be restrained must be restrained, not killed.

Any

Civilians out

Report and secure every civilian you find before you push the next room.

Any

Evidence

Bag any evidence you walk past. Do not leave it for a later sweep that never happens.

Any

Single file

One officer through each doorway first. The rest wait for the call.

Squad

Any

You lead

Play as the team lead and give the entry order yourself. SWAT AI must follow your order, not free roam.

Group

Full stack

Five officers. Order them, do not let them freelance.

Group

No grenade first

Do not open a room with a grenade. Grenades are for a room that already shot at you.

Group

Buddy reload

Call your reloads. A teammate watches the door while you do it.

Any

Soft clear

Finish the mission with no officer deaths and at least half the suspects alive.

Any

One building rule

Complete the mission in one attempt. A restart fails the challenge.

Left 4 Dead 2

Weapons

Any

Tier one

Pistols, SMGs, and pump shotguns only. No tier two weapons.

Any

Shotguns

Shotguns only, including pistols as a backup.

Any

Melee primary

Your main weapon is a melee weapon. Guns are for specials only.

Any

No throwables

Molotovs, pipes, and bile jars stay on the ground.

Any

Single pistol

One pistol. No dual wield.

Any

Iron sights feel

No laser sights.

The chapter

Any

One chapter

Play a single campaign chapter from saferoom to saferoom. That is the whole challenge.

Any

No kits

Do not use a first aid kit. Pills and adrenaline are allowed.

Any

Close the door

Every door you pass that can be closed gets closed behind the team.

Any

Alarm last

If there is a car alarm or a panic event you can avoid, you avoid it.

Any

Expert pace

Play on advanced or expert.

The team

Group

Four survivors

A full team of four. Bots are allowed only to fill, and a human takes the lead.

Group

Shove specials

Smokers, hunters, and jockeys get shoved or melee killed before they are shot, when you are close enough.

Group

Share pills

The first pills or adrenaline you find go to the survivor with the lowest health.

Group

No friendly fire shrug

If you incapacitate a teammate, the chapter is a fail.

Group

Same room

Do not split across two rooms unless someone is pinned.

Payday 2

Weapons

Group

CAR and Chimano

Primary is an assault rifle. Secondary is a pistol. No shotguns, snipers, or specials.

Group

Saw and shotgun

One player brings a saw or shotgun for doors. Everyone else uses pistols.

Group

No silencers

Loud weapons only. Take the suppressors off.

Group

Silencers on

Every firearm is suppressed.

Group

Perk deck lock

Pick one perk deck before the heist and do not change it if you restart.

Group

No deployables

Doctor bags, ammo bags, and ECMs stay in the inventory. Bring nothing deployable.

Stealth and loud

Group

Stealth or restart

If the heist goes loud, you restart. The challenge only counts if you finish in stealth.

Group

Loud on purpose

Fire the first shot within two minutes. Finish the heist loud.

Group

No pagers wasted

Answer every pager. A dropped pager fails it.

Group

ECM once

The crew may place a single ECM, and only to open a door or delay a call, not to chain them.

Group

Preplanning pick

Buy one preplanning asset before you start, and you must use that asset during the heist.

Group

No body bags left

Every body is bagged and moved out of a camera view.

Group

Mayhem or higher

Play on mayhem, death wish, or death sentence.

Crew

Group

Four heisters

A crew of four. Bots do not count as the plan.

Group

One caller

One player calls the route and the pager count.

Group

Drill watch

Someone stays on every active drill. A broken drill you did not repair fails it.

Group

Hostage rules

If you have a hostage, one player guards them until the end.

Group

Share the bags

No one carries two loot bags while someone else carries none, if there are bags left to move.

Group

Stay for the escape

Everyone gets into the escape. A heister in custody at the end fails it.

Group

No inspire crutch

You may inspire a downed heister only once for the whole heist.

Payday 3

Weapons

Group

Unsilenced sidearms

Secondaries only, and none of them are suppressed.

Group

Marksman pair

Every primary is a marksman or DMR style rifle. No assault rifles.

Group

Shotgun entry

At least two heisters use shotguns. The others use pistols.

Group

No overkill weapons

Leave the special and overkill weapon slot empty.

Group

One throwable

Each heister may throw one throwable during the heist.

Group

Human shield once

The crew may take one human shield, and must release them before escape.

The heist

Group

Stealth finish

Complete the heist without a loud alarm. A restart is allowed. A loud clear is not.

Group

Loud finish

Trip the alarm on purpose before the first objective is done, then finish loud.

Group

No armor bags

Do not bring or pick up an armor bag.

Group

Cameras first

Deal with the camera operator or the cameras before you take a hostage.

Group

Bag limit

Move only the bags the objective requires. Extra loot stays.

Group

Overkill or higher

Play on overkill or above.

Skills

Group

One skill line

Spend your points in a single skill line. Respec if you are spread across three.

Group

No medic spam

Each heister may be revived only once. A second down fails it for the crew.

Group

Call the mask

Nobody masks up until the caller says so.

Group

Two inside

Two heisters stay in the secure area. Two handle the approach. Swap only when the caller says.

Group

Edge and grit

You may refresh one rush, edge, or grit buff during the heist. Ignore the others.

Group

All four out

Every heister reaches the escape.

R.E.P.O.

Quota

Group

Quota only

Extract as soon as the cart covers the quota. Do not grab a bonus item.

Group

One big item

The team must bring back at least one item that takes two players to carry.

Group

No breaking

If an item breaks below half its value from a drop, the run fails.

Group

Leave at dawn

When the extraction is available, you go. No last room.

Equipment

Group

One flashlight

The team shares a single light. The others work in the dark.

Group

No strength upgrade

Do not buy a strength or stamina upgrade for this run.

Group

Cart stays

The cart does not get pulled into a room with a monster. It stays in the hall.

Group

Melee the small ones

Small monsters are melee. Guns or other tools are for the ones that chase the cart.

Crew

Group

Full crew

At least three players. Stay on the same floor.

Group

Caller carries

One player calls which item is next. That player does not carry. They watch the door.

Group

Voice the monster

Whoever sees a monster says it before they run.

Group

No solo hero

Nobody goes into a room alone.

Lethal Company

Quota

Group

Quota and out

Leave the moon as soon as the ship quota for the day is met.

Group

One scrap type

Only pick up one kind of scrap you name before you land. Leave the rest.

Group

No double dip

You may not return to the facility after the first trip back to the ship.

Group

Sell nothing extra

At the company building, sell only what you need for quota. Keep one item on the ship if you found more.

Equipment

Group

One flashlight

One flashlight for the crew. Pro flashlights count as that one.

Group

No boombox

No noisemaker items.

Group

Walkie on

Whoever is on the ship stays on the walkie and calls the time.

Group

Shovel ready

The first player in the facility carries a shovel and uses it before any gun.

The moon

Group

Free moon

Land on a free or easy moon. The challenge is the quota, not the hardest landing.

Group

No outdoor linger

Between the ship and the door, you do not stop. Eyeless dogs and the like are a fail if you get caught because you loitered.

Group

Door shut

Shut the facility door behind you when the whole crew is inside or the whole crew is out.

Group

All aboard

Everyone is on the ship when it leaves. A body left behind fails the day.

Phasmophobia

Equipment

Group

One light

The team brings a single flashlight.

Group

No crucifixes

Crucifixes stay in the van.

Group

Photo proof

Take a photo of the ghost room, the bone, and one interaction before you leave.

Group

Thermometer first

Find the ghost room with the thermometer before you place any other tool.

Group

Smudge once

The team may burn one smudge stick during the contract.

Group

Default loadout

Bring only the items the truck starts with. Buy nothing.

Evidence

Group

Two evidence

Identify the ghost from two pieces of evidence. Do not wait for a third.

Group

No spirit box

Leave the spirit box in the van.

Group

No DOTS

Leave the DOTS projector in the van.

Group

Writing or freezing

You must confirm either freezing temperatures or ghost writing before you guess.

Group

Say the guess

Circle the ghost in the journal out loud and leave. A wrong guess fails it.

Contract

Group

One hunt

You must survive one hunt inside the building, then get out.

Group

No hiding props

During a hunt you break line of sight with rooms and corners. Lockers and closets are not allowed.

Group

Lights off

After you find the ghost room, the breaker stays off.

Group

Professional

Play on professional, or nightmare if the whole team agrees before the lobby starts.

Group

Van together

The contract ends when every player is in the van and the guess is in.

Dead by Daylight

Survivor

Group

No exhaustion

No exhaustion perks.

Group

One heal perk

At most one perk that heals. The other three are not healing perks.

Group

Gen focus

You stay on generators unless a teammate is on hook or the killer is in your face.

Group

Unhook duty

If you are the closest healthy survivor to a hook, you go.

Group

No items

Empty hands. No medkit, toolbox, flashlight, or map.

Group

Stealth gens

You do not fast vault and you do not sprint unless the killer is chasing you.

Group

Two escapes

At least two survivors escape. A four man down at the exit fails it.

Killer

Solo

No slowdown

No generator slowdown or regression perks.

Solo

One chase perk

One perk that helps in chase. The other three are information or nothing powerful.

Solo

M1 only

Basic attack only. Do not use your power to injure if the power can injure. Powers that only move you are allowed.

Solo

Hook spread

Do not hook the same survivor twice in a row if another survivor is injured or down.

Solo

No camp

Leave the hook. You may not stay within heartbeat range of a hooked survivor.

Solo

No mori

No mori, no kill by your own hand. Hooks only.

Solo

Eight hooks

Reach eight hook stages before the last generator pops, or the match is a fail even if you still win.

The match

Any

No offerings

Bring no offering.

Any

Brown addons

Common addons only, or none.

Any

Say the rule

Before the loading screen finishes, say the rule you are on so the other side is not the point. You still play to win.

Any

No teabag pause

Do not stop at the exit gate or the hatch to taunt. Leave.

Any

One lobby

You play the match you get. Dodging the lobby fails the challenge.

Any

Default cosmetics

Wear the base outfit so the rule is about play, not a bright skin.

Risk of Rain 2

Survivor

Solo

Commando

Play Commando. No alternate skills if you can turn them off.

Solo

Huntress

Play Huntress.

Solo

Loader or melee

Play a melee survivor. If you do not own one, play the survivor with the shortest range basic attack you have.

Solo

No equipment

Do not pick up an equipment item. Leave the cube, the capacitor, and the rest.

Any

One survivor lock

The survivor you start as is the one you finish as. No artifacts that swap your character.

Any

Co-op pair

Two players, different survivors. Stay in the same map area.

Items

Solo

No lunars

Do not pick up lunar items.

Solo

Printer diet

You may use one 3D printer on the run.

Solo

Scrap nothing

Do not scrap items.

Solo

Chests only

Open chests and nothing else. No multishops, no chance shrines, no rusty lockboxes.

Solo

First chest

On each stage, open one chest and then find the teleporter. Extra money waits.

Solo

No drones

Do not buy drones.

Any

Share the drop

In co-op, the other player gets the next item if you took the last one.

The run

Solo

Stage five

Reach stage 5 and charge the teleporter. You do not have to beat the final boss.

Solo

No mountain shrines

Do not activate a mountain shrine.

Solo

Teleporter first

Find the teleporter before you spend any money on that stage.

Solo

Monsoon

Play on monsoon. If that is out of reach, rainstorm, and you do not drop the difficulty mid run.

Solo

No artifacts

Artifacts off.

Any

Loop once

After stage 5, loop one time and finish the next teleporter event.

Any

Full team alive

In co-op, both players are alive when the teleporter finishes. A solo run ignores this and just finishes the event.

The Binding of Isaac

Character

Solo

Isaac

Play Isaac. The D6 is allowed. Reroll at most once per item.

Solo

Magdalene

Play Magdalene.

Solo

Cain

Play Cain.

Solo

Lost rules

Play The Lost if you have unlocked him. If not, play the Keeper or Isaac and you may not take red heart damage. A hit fails it.

Solo

No starting reroll

Do not use a starting active item on the first room of a floor.

Any

Co-op baby

Turn co-op on. The second player stays a baby and does not take a heart to become a full character unless the main player is about to die.

Items

Solo

No devil

Do not take devil deals.

Solo

No angel

Do not take angel deals. You may still earn the room and leave it.

Solo

Treasure only

Take item rooms and boss items. Skip shops, secret rooms, and challenge rooms.

Solo

One shop

You may buy a single shop item on the run.

Solo

No pills

Do not use pills.

Solo

Keys for doors

Spend keys on the item room and the shop door only. Chests stay locked.

The run

Solo

One floor pace

Leave each floor within a few minutes of the boss dying. Do not full clear after the boss.

Solo

Boss rush skip

If boss rush or the hush door opens, you do not take it. Go down.

Solo

Heart cap

Do not pick up health ups that put you over four red hearts. Soul hearts are allowed.

Solo

Normal or hard

Hard mode if you usually clear it. Otherwise normal. Do not switch mid run.

Solo

Mom clear

Beat Mom. That is the end of the challenge. Cathedral and Sheol are optional and not required.

Any

Both alive

In co-op, both players are alive when Mom dies.