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