Concepts
Introduction
Assembled below are some game ideas we have collected.
Warhog61 - 2010.03.xx
Run for GUN
basically a free for all type for small groups for fun. In a tower/building there is 1 sniper or aeg rifle or what ever. every1 else starts off at a equal distance away spread out and with hand guns/shotty what ever is agreed apon Objective is to get to the rifle alive and kill every1 else....you cannot leave building with the rifle it has to stay in the building
border patrol
more of a sim i guess...anyways probly best with radios... a line is drawn for a boarder and you have 2 teams...teams attack / defend anyway they pls but the attackers have a common goal of smuggling somthing over the border and secureing it at a given point. of course defenders will try to prevent this and if necissary hunt attackers down. respawn and all that can be further discused if people are interested
Zombie Tag
(Warhog61's favourite of the set) 4 teams are made up. each team is sent to a corner of the field. game starts and you seek out other teams. If you are killed you dont die, you join the team that killed you...team that eliminates all or team with most players on there side at given time limit wins. Id say that if shot you have a 2 min respawn time so it gives your old team a bit of a chance to fight back.
Blind Date
Notes: Works for any size group. But it is easier for smaller groups. Required Props: Some way to secretly divide the players into two teams. Armbands. Setup: Each player takes one armband for each team. Then they are given a paper or stone that tells them what team their on. No one is to look at this item. All players go onto the field and separates from the others so they are alone. At that time the look to see what team they’re on. Then place the correct armband on. Then the game is started. It is a standard elimination game. Goal: Get all members of the other side OUT.
VIP / Assassination / Body Guards
Team A: Has their team start on one end of the field, and wait there. They choose a specific player, give him no weapon, or arm him lightly. He must stick out from the rest of the group in some way, and the other team must be told before hand who it is going to be.
They must transport this person from one end of the field to another, without him getting killed. Everyone can get killed except for him, but he has to make it to the pre-determined point.
Optional: If there is a some kind of road/path on the playing field that goes pretty far, a rule can be agreed upon so that Team A can only stay on the determined path. This makes it so the other team has an idea of where they will be which is quite common in real life situations. If someone was trying to be assassinated like in this scenario, the opposing force usually knows where the guy will be.
Also, it can be made so they have a couple of different paths to choose from making it more difficult for the opposing force.
Team B: must set up somewhere between Team A's starting point, and objective point (place where specified person needs to get to). They will hide, camp, ambush, and do what ever they like when the enemy comes; they just need to take down the one guy. Everyone else they kill does not matter to the scenario; they can not win unless the one VIP gets hit.
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 descretly chooses one player from each team that is given both teams teammarkers. Try to choose a player that havn'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. I would think that this would work better if the traitor has a mic to the other team.
THE JAIL GAME
An area is designated as the jail. It is exactly half way between the two team's starting points. If any player, of any team, is eliminated, he must immediately move to the jail. He will remain in the jail until one of his team mates enters the jail and tags him. Once he is tagged, he is instantly alive, he is able to return fire, be hit again, or even tag other members of his team. He must make an attempt to leave the jail as soon as possible. An eliminated player in the jail may call out for a rescue or say anything he wants in this game. The only time a "live" player may enter the jail is specifically to rescue one or more of his own players. No player may purposely shoot through the jail at any time. At times a large flow of cross-fire through the jail may occur accidentally and players must be cautioned never to remove their goggles, even partially, while in the jail. The game is won by eliminating the other team, collecting them in the jail, leaving no one to come to the rescue. Strategies: This game is usually won, or lost, in the first thirty seconds of the game. Which ever team controls the jail, can rescue their own players, and meanwhile prevent the opposition from rescuing theirs. If your team controls the jail, you will always be out in full-force while the opposition will start to accumulate in the jail. Once the jail has been secured, detachments can be sent out to hunt down the remaining opposition players still at large
Multi-national Forces
You need four squads 4 plus players per squad, who take an envelope at random from a group of 4 (OK - you could go for more squads and/or envelopes to really make a mess).
Each squad becomes a unit of some determined nationality, that is working with one of the other squads to perform a mission, but they don't know which other squad is on their side. Squads start from separate locations, and have an RV with their counterpart at a particular location "behind enemy lines". They get told roughly which direction their "friends" should come from, and where to go from there. They may be given a code-phrase for recognition purposes.
Once the link-up is made, they have to perform a simple mission, such as get supply canisters or blow a bunker/bridge etc. Rules of engagement allow for any unfriendly troops to be engaged.
Add darkness, stir and wait.....
Make it harder?
- Different missions per squad, but the same RV per "side". What mission do they choose to complete first?
- Red on Red - negative points for killing anyone on your own side in a different squad - unless they are all killed, in which case no-one will know.... (tee hee).
- One "side" has poor intel, and gets their RV wrong, so their counterpart has to search for them (probably best if you can preselect a larger group to be the searchers).
Optix - 2010.06.xx
War-lympic
1-3 hours time limit
4-7 teams of minium of 5 players per team 1 medic per team medic can heal anyone unlimited times. (bandaid / 10 second tag)
The teams will start from all over the place.
Injured enemy players can be captured by tagging them by any team members and then heal by that team's medic. (capturing a medic is the same deal and will proof to be very useful. Since medic can now heal medic)
The captured player can preform what ever position they were set for in the new team.
Game end on time limit and team with most players wins.
Missed drop
Your resupply has gone pear-shaped as Crab-Air has missed again. You must find the supply canisters and return them to your base. The rude men in black hats will try to stop you. This scenario can be made harder if some (indeed lots) of your ammunition is in those canisters.
Pulling Out
Your team is behind enemy lines but don't panic, a pickup chopper is due in precisely ten minutes from the start time. Unfortunately the villains have found out about you and occupied the agreed spot. Get rid of them and fast. If you miss the RV you will have to walk home, ie survive for half an hour without using hard cover or staying still for more than a minute. To make this harder the baddies only stay dead for five minutes...
Corporate Extraction
A small group of suits want to change employers. Problem is, the current employer wants to retain their skills. The prospective employer sends in a unit to help make the career jump. Two teams are needed. Half of one team has pistols/sidearms only and are suits. The other half are the extraction team and may carry what they want. The other team are all company soldiers and are equipped as such. The suits start holed up in a building, the location of which is unknown to the rest of their side (radios would be good here, or mobile phones to keep the CyberPunk (TM) image!) Corporate soldiers must wipe them out, or eliminate the rescue party. This scenario lends itself to victory points. BTW, company executives are not often trained users of MP5s, M16s etc so they must stick to their sidearms!
.:touch:.
Ohama Beach
Teams
- blue team: 5 snipers
- red team: remaining players
Notes
- for this game you well need 5 best snipers
- place a flag on the Blue team's end of the field in clear and visible location
- blue team lines up in different spots in one region of the field and remain stationary
- red team starts on the other end of the field and is limited to pistols
- red team objective is to capture a flag and return to their base with out getting shoot
- if shot with the flag all you got to do is drop the flag and leave the field (flag may only be handed off if that player is beside you)
- no medics for the blue team or red team
- time limited to 10-20 mins
Victory Conditions
- blue team wins by killing everyone on the red side
- red team wins by killing everyone on the blue team or by successfully bringing the flag back to base
SIX4
Medic Capture
Objective
capture the opposing teams medics as your own, and keep them alive for the game duration to win.
Symmetric Rules - both teams
- game timer one or two hours.
- 3 medics per team, no weapons restrictions.
- respawn is 30 second two hand touch where you are hit.
- if all medics are captured you must return to original start point then rejoin the game.
- shoot opposing teams medics for capture. must physically reach the hit medic to make him your medic.
- whichever team has the most medics at the time limit,,,wins!!
medics
- you cannot be healed.
- five minute bleed out where you are hit.
- if you are not captured during your bleed out,return to the game.
- once captured you now play for that team.
hints
- radios,radios,radios!!
- move as group for safety and firepower but dont bunch up your medics.
- move out of the hot zone when you are hit and call for medic. stay low during your bleed out as not to be a marked target for the enemy.
mandatory requirements
- MEDICS MUST HAVE A WATCH TO ACCURATELY COUNT BLEED OUT TIME
- KILL RAGS.
- NO CAMPING HIT PLAYERS,THIS WILL GET YOU EJECTED FROM THE GAME.