Other than this, it is played the same way as regular Team Deathmatch, with a certain number of players split up into two teams, and the first team that reaches 75 kills or gets the most kills in a specified time limit, wins.
Limited HUD - The only display normally visible on the players' screen is the killfeed in the lower left corner, messaging when a player gets a kill or is killed. The map in the upper left is visible only when the player's team has an active UAV recon or Recon Plane. There are no indicators for how much ammo the player has left in their weapon, no messages saying when the player can pick up a weapon left on the ground, nor indicators of scored points (i.e. the +100 that appears when the player scores a kill), and also no compass, grenade indicator, team score indicator or voice chat icon saying who on the player's team is speaking (though these can still be viewed by hitting the Back/Select button). When the player is killed, no killcam is shown but the camera still points toward the killer.
Friendly Fire - Teammates can be killed just like enemies. Killing a teammate will subtract 100 points from the player's displayed individual score, but will not detract from the player's team's score, nor will it subtract from the player's total score at the end of the game. Thus the use of the Martyrdom perk is ill advised in this game mode. The game takes several measures to punish deliberate team killers. If a player commits three team kills or just one team kill within the first 15 seconds of the game (due to the fact that at the start the entire team is in one place at one side of the map), the player automatically suicides (with a skull and crossbones symbol on the kill ticker next to his name) and must wait 20 seconds in addition to however long after that the next respawn wave is. After 5 team kills the friendly fire counter goes to 40 seconds, then increases 20 seconds for each subsequent team kill. However, the game is able to differentiate deliberate from accidental teamkills. If the first bullet from firing does not hit a teammate but the others do, the game will assume the teamkill was accidental and the player will remain unpunished. The game will catch on if this continues though. One key tactic is for a team to kill any one of their teammates who is in Last Stand; doing so will take that kill away from the enemy team but this is as long as the enemy team put him in last stand. And as said before a team does not lose points for friendly kills. In Call of Duty: World at War if a player makes three teamkills they are immediately kicked from the game and cannot rejoin the session. The Last Stand (Second Chance) strategy stated above thus, does not prove to be useful due to the risk of a player getting kicked (note that a player put in second chance by a teammate cannot be revived).
Respawning - Unlike many game types, respawning occurs as a Wave Spawn. In which all dead players will revive at the same time. The wave spawn is usually set to 15 seconds. In a game once a player dies (with no FF penalties) then, he/she sets off the Wave spawn time which starts to count down from 15 seconds. Within those 15 seconds if another player dies (regardless of team) then he/she will join the already dead player(s) in the wave countdown. For example if one player dies, they will wait 15 seconds to respawn, if another player dies 5 seconds later, they will have wait 10 seconds with the first player to respawn. The timer is not active if there are no players considered "dead". A player who is suffering from a friendly fire penalty must wait out their penalty before joining the wave spawn, or starting the wave timer if no one else is dead. During respawn penalties these players aren't considered "dead" but "out of play". Players may only spectate teammates while "dead" or "out of play", or a certain area (usually where the last teammate died) if all teammates are dead. Respawning is forced on, which means that all players, like it or not, will respawn once the time finishes.
Health - Players can only take 30% of the damage they can take in normal game modes before dying. The Juggernaut perk rarely helps, if at all. Players do not regenerate health if they survive a fall/bullet.
Increased explosion kill range and claymore range - Due to decreased health, the range of claymores appears to increase slightly and the kill radius of all explosives increases drastically. A frag grenade will kill at the very edge of its blast.