Spike, timings and special rounds - 10.2
The pistol round
In one line: The first round of each half is played with 800 credits: pistols, light armor and a few abilities. Winning it is worth far more than one point, because it decides the economy of the next rounds. You win it by playing together, with utility, and with a buy that has a plan.
Why it matters so much
The pistol round is the first round of each half (rounds one and thirteen). Everyone starts with 800 credits, so everyone plays with pistols, light armor and few abilities.
Winning it is worth more than one point. The winning team has about 3000 credits (more with kills and a plant) and can play round two with SMGs and armor; the losing team has about 1900, and usually has to save or force. The team that wins the pistol round often wins the next two as well: a three-point head start.
The economic details are in the economy chapter; here we look at how to buy and how to play.
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