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You always want to kill the scapegoat, but doing so makes you one.

Fighters: Works with any number whether it's 2 or 200.
Regen: Only on death. Immediate after a count of "1, 2, 3, alive", (It's recommended to give people space as they respawn or they might wait till you move away.)
Suicide: *Optional* Crippled non-scapegoat players who are unlikely to get a chance to get back to the fight are sometimes allowed to suicide and regain lost limbs after a "1, 2, 3, alive" count.
Teams: Everyone vs the scapegoat(s)
Rules: 10% of the players are the "scapegoats". When you kill a scapegoat you gain a point and become a scapegoat, the person you killed is no longer a scapegoat. If a scapegoat kills someone no points are exchanged but the victim becomes a scapegoat and the killer is no longer one. The game is over when one person accumulates 10 points. When you become a scapegoat you have to yell out "scapegoat" so that everyone around you knows who to attack, this is true both after respawning and after killing the previous scapegoat. When the scapegoat dies they should point at the player that got the killing blow on them so that 2 people who got hits in at similar times can tell who got the point.
Choosing the initial scapegoats: The players who start as scapegoat have a slight disadvantage due to needing an extra kill/death before they can score a point. For this reason your most advanced fighters should start as the scapegoats. Alternately the initial scapegoats can be your weakest fighters but have them start with 1 point.

*Similar to an Elite Game with higher turnover, no limb regeneration, and scoring added*

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