Game
Scenarios
Last man standing (Ultimos
homo statans)
All against all in a game often with limited time
and area.
Back
to basic
A game where only spring pistols is allowed. Ammo
can be limited.
Terminate
(Team mot team)
Two teams that fight against each other until time
has run out or one team has been annihilated.
Capture
the Flag
Two teams play against each other and try to take
the other team's flag back to their 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 enemy's base, if the Flag
carrier gets eliminated, before the Flag can be taken again.
Two
bases one flag
In this game there are 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 enemies' base. When the flag reaches
the enemies base, the enemy loses. If the flag carrier is eliminated
anyone can pick up the flag.
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.
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 team mates.
Manhunt
A voluntary player is the prey and the rest of
the players are 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 can't have any big weapons or support weapons. The guards
can have whatever they choose. Each prisoner that reaches the
goal is considered a winner. Time limit is somewhere between 30
minutes to many hours.
Commando
Raid
A small group is the commandos. The rest off the
players is divided to guard the objectives. The defender goes
out to the field and begins 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 are divided. 1/4 of the players are 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" an objective
by stealing its 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 again 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. Buildings are preferred for this
varient.
Killing
house
A player or a small team shall clear a house that
has been rigged by the organizers in 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 exceeded.
Killing
of the Officers
There are two teams, and each team has an Officer.
The goal is to eliminate the other team's 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 players barricade themselves on a hill
or relatively open area and the rest of the players are the attackers.
On the top of the hill is a Flag, and the team that is closest
to the flag when the time is out, wins. The hill should offer
quite a bit of cover on its slopes.
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 50x125 m 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 grab 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