Post by littlesniper101 on Jun 18, 2005 3:32:16 GMT -5
Terminate: Two teams that fight against each other until time has run out or one team has been annihilated.
Three Way You split into three teams. Then go three differnt directions. Then start last man standing from a team wins.
Two bases one flag: In this game there is two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begins in each base. To goal of this game is to take the Flag to the enemy’s bas. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.
Traitors: Again two teams and this is a version of Capture the Flag. But the judges discreetly choose one player from each team that is given both teams’ team markers. Try to choose a player that hasn’t had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they chooses. Don't trust your teammates.
Manhunt: A volunteer player is the prey and the rest of the players is the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters can’t shoot each other.
Bounty Hunters: An everyman for himself game, where each player is issued a team marker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminated team marker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the team marker himself. Team forming is not allowed and the formers are disqualified. Game time should be at least one hour and the winner is the player with the most markers.
Wanted, Preferred Dead: A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners cant have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is consided a winner. Time limit is somewhere between 30 minutes to many hours.
Capture the Flag: Two teams play against each other and tries to take the other teams flag back to there on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, and another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the Flag to the enemies base, if the Flag carrier gets eliminated, before the Flag can be taken again.
Commando Raid: A small group is the commandos. The rest off the players is divided to guard the objectives. The defenders go out to the field and begin to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they can’t win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they have taken the Flag from the objective they should leave the "Flag" at the "Drop Zone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.
Paratroopers: Two teams is divided. 1/4 of the players is the Paratroopers and they're blindfolded and taken out to their "Drop Zone". At the drop zone they're given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" a objective by stealing it's Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.
Hostage rescue: Two teams are divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponry to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.
SWAT terrorist elimination: Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Building is to prefer.
Killing house: A player or a small team shall clear a house that has been rigged by the organizers on the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.
Assassins: Two players have to eliminate a specific player and reach their insertion point before the time limit is reached.
Killing of the Officers: Two teams, and each team have an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers can’t move.
King of the Hill: 1/3 of the player barricades them selves on a hill or relatively open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.
Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is chosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Game time should be between 20-40 minutes.
Zombies: This is another Team vs. Team game, but all the eliminated players go to a third start point. When three eliminated players have reached that point, they form a zombie team and can play again. The new zombie team fights against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.
Trenches: A rectangular area about 50x125m is divided into 10 sectors, 2x5. The two teams should be big, 15-40 players, and they start on the opposite short sides of the field. The team that controls most sectors when the game ends, is the wins. It takes at least 2 men and no enemies in a sector too control it. The flesh wound rule is used.
Drag the doll: A Doll (Stuffed and man size, should weigh at least 40kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3-5 players. The goal is to grap the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.
CQB (Close Quarter Battle) : Indoor versions of many games. Often played in a big house or in many houses.
Titan: 1 player is the "Titan" This player cannot die. Every other player is on a team versus the "Titan". The "Titan" is killed only by surrender. This may seem unfair at first, but trust me it is very even. No Respond.
Trench Warfare: 2 Teams. Each team has control of a trench. You cannot leave your Trench unless attacking their trench directly. Grenades are perfect. If you don’t have a few "trenches" than 2 opposing sides of a hill will do fine.
Black Hawk Down: ok first have 1 person with a spring pistol. Then have about half of the tea with aegs try to rescue to pilot. But then also have the other half with aegs try to kill the pilot and other team. But the pilot a kill the terrorists. But if the "good" team gets to the pilot to the "safe" zone they win. Or if the terrorists kill the pilot (the pilot will have to be shot 20 times) or if the terrorists have a red shirt or clothe and wrap it around the pilots neck they are dead.
Name kill: Everyone who is playing puts their names in a hat and then draws a different name from the hat. The person that they drew was the person they had to kill. If they drew their own name then they could go after who ever they wanted.
Bomb Threat: Terrorists place bomb in one of two known locations, ie landmarks, obvious sites.
Alliance: Prevent these areas from bomb implantation. Defuse if bomb set
Last man standing (Ultimo homo statans) : All against all in a game often with limited time and area.
Back to basic: A game where only spring pistols are allowed. Ammo can be limited.
Runners: Each team is to get one (or more) of their runners (Orange arm bands) to the other side’s bell and ring it. If runners are shot in battle they are to return to the starting bell station and continue playing. Other players may not return to the game after being shot.
Grab the flag: Two teams, or more, that tries to be the first to reach the flag.The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.
Sniper:The sipers must aviod being killed by terrorist and must wipe out entire terrorist team.... terroist must kill all snipers.
Three Way You split into three teams. Then go three differnt directions. Then start last man standing from a team wins.
Two bases one flag: In this game there is two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begins in each base. To goal of this game is to take the Flag to the enemy’s bas. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.
Traitors: Again two teams and this is a version of Capture the Flag. But the judges discreetly choose one player from each team that is given both teams’ team markers. Try to choose a player that hasn’t had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they chooses. Don't trust your teammates.
Manhunt: A volunteer player is the prey and the rest of the players is the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters can’t shoot each other.
Bounty Hunters: An everyman for himself game, where each player is issued a team marker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminated team marker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the team marker himself. Team forming is not allowed and the formers are disqualified. Game time should be at least one hour and the winner is the player with the most markers.
Wanted, Preferred Dead: A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners cant have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is consided a winner. Time limit is somewhere between 30 minutes to many hours.
Capture the Flag: Two teams play against each other and tries to take the other teams flag back to there on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, and another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the Flag to the enemies base, if the Flag carrier gets eliminated, before the Flag can be taken again.
Commando Raid: A small group is the commandos. The rest off the players is divided to guard the objectives. The defenders go out to the field and begin to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they can’t win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they have taken the Flag from the objective they should leave the "Flag" at the "Drop Zone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.
Paratroopers: Two teams is divided. 1/4 of the players is the Paratroopers and they're blindfolded and taken out to their "Drop Zone". At the drop zone they're given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" a objective by stealing it's Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.
Hostage rescue: Two teams are divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponry to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.
SWAT terrorist elimination: Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Building is to prefer.
Killing house: A player or a small team shall clear a house that has been rigged by the organizers on the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.
Assassins: Two players have to eliminate a specific player and reach their insertion point before the time limit is reached.
Killing of the Officers: Two teams, and each team have an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers can’t move.
King of the Hill: 1/3 of the player barricades them selves on a hill or relatively open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.
Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is chosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Game time should be between 20-40 minutes.
Zombies: This is another Team vs. Team game, but all the eliminated players go to a third start point. When three eliminated players have reached that point, they form a zombie team and can play again. The new zombie team fights against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.
Trenches: A rectangular area about 50x125m is divided into 10 sectors, 2x5. The two teams should be big, 15-40 players, and they start on the opposite short sides of the field. The team that controls most sectors when the game ends, is the wins. It takes at least 2 men and no enemies in a sector too control it. The flesh wound rule is used.
Drag the doll: A Doll (Stuffed and man size, should weigh at least 40kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3-5 players. The goal is to grap the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.
CQB (Close Quarter Battle) : Indoor versions of many games. Often played in a big house or in many houses.
Titan: 1 player is the "Titan" This player cannot die. Every other player is on a team versus the "Titan". The "Titan" is killed only by surrender. This may seem unfair at first, but trust me it is very even. No Respond.
Trench Warfare: 2 Teams. Each team has control of a trench. You cannot leave your Trench unless attacking their trench directly. Grenades are perfect. If you don’t have a few "trenches" than 2 opposing sides of a hill will do fine.
Black Hawk Down: ok first have 1 person with a spring pistol. Then have about half of the tea with aegs try to rescue to pilot. But then also have the other half with aegs try to kill the pilot and other team. But the pilot a kill the terrorists. But if the "good" team gets to the pilot to the "safe" zone they win. Or if the terrorists kill the pilot (the pilot will have to be shot 20 times) or if the terrorists have a red shirt or clothe and wrap it around the pilots neck they are dead.
Name kill: Everyone who is playing puts their names in a hat and then draws a different name from the hat. The person that they drew was the person they had to kill. If they drew their own name then they could go after who ever they wanted.
Bomb Threat: Terrorists place bomb in one of two known locations, ie landmarks, obvious sites.
Alliance: Prevent these areas from bomb implantation. Defuse if bomb set
Last man standing (Ultimo homo statans) : All against all in a game often with limited time and area.
Back to basic: A game where only spring pistols are allowed. Ammo can be limited.
Runners: Each team is to get one (or more) of their runners (Orange arm bands) to the other side’s bell and ring it. If runners are shot in battle they are to return to the starting bell station and continue playing. Other players may not return to the game after being shot.
Grab the flag: Two teams, or more, that tries to be the first to reach the flag.The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.
Sniper:The sipers must aviod being killed by terrorist and must wipe out entire terrorist team.... terroist must kill all snipers.