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c  

 
 
    
2 teams (Team Alpha & Team Bravo) will infiltrate the same battlefield. One team must be eliminated
before battle is completed.

  
Use standard Death Match rules.


     

=  Each team will have one medic. The medic will hold armband "medic kits". If a player is shot
(other than a headshot or vital zone shot), the medic can tie an arm kit to the player, so the player can
continue combat. The medic is allowed 2 arm bands per player on their team (5 team members,
including the medic...a total of 10 arm bands).

If a player is shot, the player is to drop to the ground, laying his weapon to the side to signal he is down
and then yells for a medic. He is considered out until he either chooses to leave the field permanently or
the medic attaches the armband. The player cannot leave his location until he is "healed" with an
armband. Each player can have a max of 3 armbands before leaving the field permanent. The medic
cannot recover used "med kits". The medic is allowed to use the medic kits on themselves.

 
 Each team will have one commander. During the course of the battle, if the commander
dies, the team loses the round automatically. Also, the commander MUST have at least one team
member within 15yrds of his location. As such, if the commander is left alone, his team loses the round.

       Typically goes hand in hand with re-spawns. The round will have a specific
number of re-spawns (either a team total figure or individual figures). At the end of the time limit, the
team with the fewest loses will win the round.

    

 
 
    
Both Team Alpha and Team Bravo have been tasked to retrieve a downed pilot. Once the pilot has been
recovered, the recovering team must escort the pilot to an extraction point. The pilot will have 5
minutes to determine his hiding location prior to the beginning of the round.

  
1. The pilot initially belongs to neither team and does not know either teams extraction point. Once
the pilot is recovered by a team, he now is an asset to that team.
2. The pilot is allowed to provide recon info to the recovering team.
3. The pilot is allowed to utilize weaponry from the recovering team.
4. If the pilot is shot while in the care of a recovering team, that recovering team loses the round.
5. The recovering team wins the round by moving the pilot to the extraction point or eliminating the
opposing team.


     
A variation to the game allows for Team Bravo to "hunt" the pilot. If Team Bravo finds and kills the pilot
before Team Alpha can "rescue" him, Team Alpha loses the round. Same core rules will apply in regards
to the pilot.

    

 
 
    
Team Alpha is tasked with moving the hostage from entry point to extraction point. Team Bravo is
tasked with recovering the hostage by eliminating Team Alpha.

  
1. The hostage cannot speak or provide recon info.
2. The hostage cannot utilize weaponry.
3. If the hostage is shot by Team Bravo, Team Bravo will lose the round. Same rule applies for Team
Alpha.
4. Hostage must comply with all verbal commands given by Team Alpha.
5. Neither team is allowed to touch the hostage (using them as a shield, shoving them in particular
direction, etc)
6. Team members must be within 15yrds of the hostage at all times or team will forfeit the round.


     
A variation of this scenario places the hostage in a static location under Team Bravo's care. Team Bravo
will be providing a defensive perimeter. Team Alpha must infiltrate, secure hostage and move the
hostage to the extraction point.


      
 
 
    
Team Alpha has been designated in providing security for the President. They must move him from
entry point to extraction point safely. Team Bravo has been tasked in eliminating the President.

  
1. The President can be armed with a side arm; however, he is not allowed to utilize team weaponry.
2. The President can provide recon info to security team.
3. The team must be within 15 yards of the President at all times or forfeit the round.

     
A variation on this scenario places the president at a secure location. Team Alpha will provide a
defensive perimeter and Team Bravo must infiltrate defenses and eliminate the President within a
specified time limit.

O !
 !
 
 
    
Team Alpha is holed up in a secured bunker. Team Bravo must breach their defenses and take control of
the bunker.

  
1. The bunker will have predetermined entry points. No other entry points can be used.
2. There are no respawns and a time limit is in effect.


     
The round can be played with even teams and a full 360 degree attack radius. Or the round can be
played with Team Bravo having the majority of players (3-1 ratio) and only a 180 degree attack radius.

Predator

 
 
    
Team Alpha is tasked with eliminating the Predator threat before the Predators assimilate the Alpha
team. The Alpha team will start out with a 4 to 1 ratio to the Predator team.

  
1. The Predator team will be given 5 minutes to set up their hunting locations.
2. If a Predator kills an Alpha team member, the Alpha team member is now a Predator. The Alpha
team member must walk 20 yards behind the Predator before "changing".
3. If an Alpha team member kills a Predator, the Predator is out of the game.
4. The predator can only be killed by a chest or head shot.
5. The Alpha team is considered killed by a shot to any part of the body.


     
Considering how chaotic this scenario can become, it is advisable that Team Alpha members each wear
an armband. When they have been assimilated, they will remove their armband.
O  O
 

 
 
    
Team Alpha (demo team) is tasked with placing a satchel charge at the base of the bridge. Team Bravo
(defending team) is tasked at defending the bridge location. If Team Bravo acquires the stachel charge,
they are required to dispose of the charge at a specified location.

  
1. If the player holding the stachel is shot, the player will drop the satchel at the point of death. They
are not allowed to take the satchel to a nearby player.
2. The satchel cannot be thrown.
3. The satchel must be "set in position" by either team for approximity 10 seconds to count as a
detonation.
D The satchel will be timed from the start of the game. If the satchel detonates before the demo team
can set the satchel, the defending team wins.

O!!  

 
 
    
A downed blackhawk has crashed into hostile territory. They have limited time before enemy troops
move on thier position. Team Alpha is tasked to secure the downed team and extract them to safety.

  
1. The chopter crew will be situated in a static location. They are not allowed to extract themselves
without team Alpha intervention.
2. Three possible extraction points will be determined by Alpha and Bravo at the staging area prior to
round start.
3. The chopter crew will NOT know where the extraction locations are situated, if possible. Otherwise,
they will NOT know the final extraction point determined by Alpha team (to prevent sprinting to
extraction point unassisted).
4. Team Bravo (aggressors) will be situated near the chopter crash site, but out of visual range of the
crew.
5. Team Alpha must reach crew, secure their position and then move out to extraction point.
6. Alpha team will have a minimum of a 1 minute delay to start after Bravo engages chopter crew.
Delay time can be adjusted for field variances.
7. The chopter crew must be at least 3 people (pilot, gunner and medic, for example). All are allowed
their own weapons.


     
There is a 40 minute time limit in effect and chopter crew may have a medic on board.
*
O


 
 
    
Team Alpha (Green Berets) have completed their mission and now must make their way through hostile
territory to the extraction point. Team Bravo (Viet Cong) must stop them by eliminating the majority of
the Alpha Team.

  
1. 50% of the Alpha team must reach the extraction point alive to win the round.
2. Team Alpha's start point will be at the opposite side of the field from the extraction point.
3. Team Bravo's respawn points will be unknown to Team Alpha, but must be designated prior to the
round beginning.
4. Team Bravo will have unlimited respawns.
5. There is a time limit in effect to prevent a stalemate.


 
Depending on the terrain, the team count will vary. Typically, the game is played with even teams, but
the Green Beret team can have a slight advantage depending on the playing field and amount of players
available.

¦  


 
 
    
Team Alpha is detained in an holding cell. Their weapons are located in nearby armory. The power is
shut down (countdown to begin the round) and Team Alpha is capable of escaping. They must reach the
extraction point to win the round.

  
1. Team Alpha, unarmed, will start in a predetermined detention area.
2. Team Alpha's weapons will be located within 30 yards, in a centralized location.
3. Team Bravo must begin out of visual range of the detention center and must not be within 30 yrds
of the armory.
4. Team Bravo can engage Team Alpha as soon as the round begins.


     
This game can be played with a single Team Alpha member. Typically, the odds must be 4-1 in favor of
Team Bravo.
Ñ  "


 
 
    
A pseudo reenactment of a civil war era battle. Team Alpha and Team Bravo will face off at opposite
sides of the battlefield, within visual and audible distance of each other. They will advance in formation
until within 15yrds of each other (surrendering distance). The team with the most troops left, wins the
round.

  
1. Players must not use a hopper.
2. Each player is allowed 20 rounds, to be placed in a pocket.
3. One team member will be designated as commander. He will provide firing commands until he is
eliminated. The next in line will assume command.
4. Commands are as follows:
a ready! (load a ball into chamber)
a Aim! (Aim)
a †ire! (†ire)
a †orward! (Advance)

c   

 
     

Team Alpha has been tasked with hunting down an elite enemy sniper during their final excursion. They
have limited ammo and little recon info. The round is over when the sniper is dead or Team Alpha is
eliminated

  
1. The sniper is given 5 minutes to obtain his starting location.
2. The sniper will have all the ammo he can carry.
3. Team Alpha will only have 25 rounds per solider.


 
Time limit will need to be in effect. No respawns.

O!O #

 
     

Alpha team needs to recover the "Black Box" from a downed aircraft and bring it back to their HQ. Bravo
Team needs to keep Alpha Team from getting the box until Bravo Team reinforcements arrive (time limit
in effect).
  
1. The Black Box will be in a known, open location with both teams starting fairly close, to prevent
sprinting to the box and extracting it without a firefight.
2. Team Bravo simply must defend the box location for the specified time limit, while Team Alpha must
retrieve it and bring it back to their HQ.
3. Team Alpha wins when the box reaches their HQ (safe zone) or they eliminate Team Bravo.
4. Team Bravo wins when the time expires or Team Alpha is eliminated.


 
respawns for Team Alpha can be considered if Team Bravo has the advantage in regards to player
numbers.

´ O
!
 
 
    
Two Team Alpha members must release their squad from a detention center. They will then move to a
armory location only known by the two members. Once armed, Team Alpha must move to the
extraction point to win the round. Team Bravo must actively attempt to prevent the release of their
captives.

  
1. The armory will be determined and set up by the two man Alpha rescue team prior to the round
start. However, they will not have any communication with the rest of the team.
2. The detention center and extraction zone will be predetermined by both teams prior to the round
beginning.
3. Team Bravo cannot be within 30 yrds of the detention center or the extraction zone. If the armory is
found, Team Bravo cannot move or otherwise hinder its recovery. However, they are allowed to
secure the perimeter of the armory.
4. An original rescue team member and a rescued team member must reach the extraction point to
win the round.


     
There are no respawns, however a time limit is in effect.

  
 
 
    
Team Alpha and Team Bravo are assigned recon duties for their respective military forces. They are to
locate and note logistical information for specific recon agendas. If they encounter any resistance, they
are to either eliminate the resistance or find a way around them.
  
1. One player will be designated ref/Combat Camera. They are responsible for setting up the various
(but predetermined amount) recon points throughout the playing field. They will have 15 minutes to
do this.
2. recon points are to be designated clearly, preferably with a flag.
3. A method of proving the identification of the point must be determined (see Variations).
4. Every active team member must have all recon points accounted for before returning to HQ. If a
team player is killed in action, they are no longer considered an active team member.
5. The game ends when all recon points are accounted for, only one team is left or the time limit has
expired.


     
recon identifiers can be dealt with in a variety of ways.

1. recon points can have individual color felt tip markers. The players will each have a card (or a team
member may be promoted to commander status and the card will be centralized). At each recon
point, the card will be marked with the specific color.
2. recon points can have individual "passwords" assigned by the ref. As with option 1, the players will
need to write down these passwords per team card (or commander card) before finishing the round.
3. recon points can have multiple color armbands attached. One color for each team, per flag. Teams
will need to gather their armbands from the recon points.

Another variation in this particular scenario is the use of multiple teams. The potential for Team Alpha,
Bravo, Charlie, Delta, Echo, †oxtrot, Gamma, etc. is there as well as teams can be as small as a three man
fire team.

Ñ 
 
 
    
Traditionally called a "push" game. †lags are set up in numerical order along the field. †lag 1 will be
nearest to Team Alpha's HQ. The highest flag number will be furthest away from Team Alpha's HQ.
Team Bravo must acquire Team Alpha's flags in order, starting from the highest number, until they reach
Team Alpha's HQ by acquiring the final #1 flag.

  
1. The flags must be taken in order from highest to lowest.
2. When the flag is acquired by Team Bravo, it must be returned to Team Bravo's HQ before the next
flag can be attacked. Although Team Alpha cannot "reacquire" the flag, they can defend its current
location if dropped.
3. If a player is in control of the flag, enroute to the HQ, and they are shot, they must drop the flag.

     
This scenario is traditionally played with infinite respawns, but a preset time limit. If Team Bravo has not
acquired all the flags within that time limit, Team Alpha wins the round.

 
  
 
 
    
Team Alpha (bunker team) is under heavy fire in their heavily fortified bunker. They have to hold out for
X amount of time for Delta team (rescue team) to arrive to assist in the defense against Bravo team
(attack team).

  
1. The round will begin with even teams. Alpha team will be limited to 3 people and Delta will be made
up of the remainder.
2. Bravo team will start out of visual range of Alpha team.
3. Delta team will start at far end of field with a minimum 3 minute start delay. †ield variances can
alter delay time.
4. round is over when either Alpha or Bravo team is fully eliminated. Alpha/Delta team wins the round
if Bravo team cannot eliminate Alpha team before round expires.


     
There is a 45 minute time limit in effect. Another variance can include a satchel charge to blow the
bunker. If a satchel can be thrown within the bunker walls with a minimum 15 second timer to blow the
satchel, Bravo team wins the round

O !
"


 
 
    
Opposing fortresses are within firing range of each other and limited resources are available. Whichever
team can outlast the other wins the round.

  
1. The round will begin with even teams.
2. Each player is only allowed a single regulation hopper of paint. No additional pods allowed on the
field.
3. Paint sharing is allowed and recycling paint (dropped paint, etc) is up to the discretion of the player.
4. The player is out of the game if they have a gun malfunction, run out of usable paint or is otherwise
shot out of the game (per pre-agreed upon hit rules).
5. There will be a neutral boundary down the center of the field that neither team is allowed to cross.
The bunkers should be set up within adequate firing distances from each other.

     
There can be a 45 minute time limit in effect if the player count is too high. This is an excellent
opportunity for grenade usage or mortar rounds. Medics and commanders can also be implemented.


 
 
 
    
During a skirmish, a spy has infiltrated the team's ranks and has been tasked an assignment, typically
assassination of the commander.

  
1. Any game variation can be used, but typically team deathmatch with each team having a respective
commander is the easiest to play.
2. A deck of cards is typically used to split teams randomly.
3. You may have one or two spies. Typically, Jokers are used for Spy cards. Each joker card will be pre-
written for red or Black teams. Commanders will have a King card assigned. Aces can be used for
medics if no pre volunteers.
4. Cards are given out, face down. Each player is only concerned with which team they are on (red or
black) with exception to medics and commanders. They will announce themselves, but not show
each other their respective cards. Spies are to simply state which team they are on, but NOT that
they are spies, however, commanders and medics will state their position. Neither team will know
who the spies are. They are legitimate combatants as far as the overall game is concerned.
5. With assassination, the spy must be able to eliminate the commander from a safe distance (typically
no less then 10 feet) with a marker shot and then must be able to flee the area (typically a ONE
minute survival rate...if the spy can survive for more then one minute after the assassination, the
other team wins the round).
6. The commander MUST be accompanied by at least one teammate at all times. If he is left alone, the
game is over and the other team wins.


     
One spy can be as effective as two in regards to paranoia.

è   
 
 
    
An all vs all assault.

  
1. A deck of cards is typically used to assign order of entry.
2. The player with the lowest card (ace) will enter the field first. 45 seconds later, the next highest card
drawn will enter the field, and so forth.
3. Although "hiding" is not mandatory, each player must be at least 20ft away from any other player
before the round begins.
4. The highest card drawn will enter the field last. This person will call "Game On!" upon entering the
field to signal the beginning of the round.
0 Upon being shot out, participants should take note of how many people are left on the field to
faciliate end of game call out.


c 
 

 
 
    
Standard Game rules with variation. †or this example, a 12 man group will be used. 12 envelopes,
containing 12 color armbands (6 of red, 6 of blue) will be each placed in their own respective sealed
envelope. All 12 team members will be handed an random envelope. The game in this example is
Capture the †lag. All 12 team members head out to the field and are space at least 40ft from the next
nearest person.

When the round starts, everyone will open their envelopes and pull out their arm bands. Once the
armband is placed, they immediately begin playing the round from where they are located.

  
1. The envelopes must be mixed randomly.
2. Each player must be at least 40ft from the next available player.
º round begins, you have a 15 second count to done your armband before firing commences.

Ñ  

 
 
    
Team Alpha has been tasked with a moving a precious cargo convoy to a pre-chosen location. In their
possession are three crates (ice coolers). Team Bravo has been tasked in stopping this convoy and
intercepting its contents.

  
1. A destination location is pre-chosen prior to game play.
2. Alpha team must have at least 2 people more then Bravo team.
3. Each team will start at opposite sides of the field, with the destination location favoring Team
Bravo͛s starting location.
4. The crates must always remain within 15ft of the next following crate, so Alpha team must move the
crates in a convoy fashion.
5. Once the crate has been placed in its designated location, the game is over and Team Alpha wins the
round.
6. If Bravo Team inhibits the convoy from reaching their destination or succeeds in disbanding the
convoy, Team Bravo wins the round.


     
Crates can always be filled with extra ammo, weaponry and medic rules may be applied to the convoy
team.

  
 
 
    
Team Bravo has been tasked with a detonating a pre-chosen location. In their possession are three
crates (ice coolers). One crate contains a timed explosive. The other two crates contain dummy
explosives. Team Alpha is tasked in stopping the terrorist threat and disabling the bomb before
detonation occurs.

  
1. A detonation target/location is pre-chosen prior to game play.
2. Alpha team must have at least 2 people more then Bravo team.
3. Each team will start at opposite sides of the field, with the detonation target/location favoring Team
Alpha͛s starting location.
4. The bomb will be placed in a random crate, unknown to Team Alpha and timer set.
5. Once the crate has been placed in its designated location, the game is over and Team Bravo wins the
round.
6. If Alpha Team disables the bomb (by acquiring the crate and removing the bomb from within) or the
bomb detonates before it is set in its location, Team Bravo loses the round.


     
Another variation can place a valuable object within the crate instead of a bomb. If Team Alpha shoots
the crate (typically accidentally), then the object is destroyed and Team Bravo wins the round.

¦ è$ 
 

 
 
    
Alpha Team (SEAL Team) has been tasked on a demolitions assignment for a local government agency
on foreign soil. They are to locate the detonation codes and, the bomb gear and then proceed to the
target location, where they will detonate the target. Afterwards, they are to locate the comms unit drop
During the drop ship, the exact locations of these items were lost. INTEL has narrowed the location of
these items within a quarter mile radius. Alpha team will be inserted into hostile territory to fulfill this
mission. Team Bravo has been assigned to seek out the SEAL insertion and eliminate the foreign threat.
  
1. Three crates will be used during this scenario. One crate will hold the detonation code, one crate
will hold the bomb and the last crate will hold a radio.
2. The three crates will be placed in random locations (out of visual range of Alpha Team) throughout
the field.
3. Alpha team will start at one end of the field and work their way around the field to locate the three
crates. They are allowed to find the crates in any order. They are NOT allowed to call in for
extraction until the mission is accomplished (i.e they need the detonation code and the bomb set).
4. Once the radio call is made for extraction, Alpha team wins the round.
5. If time expires or all Alpha team members are eliminated, Bravo team wins the round.


     
respawns are typically allowed for Bravo team. They are to walk to their respawn location and then
start out as normal. If they are within 30yrds of spawn location, they are to walk to spawn location,
count to 30 and then leave as normal. The SEAL team will tape off a 1ft x 1ft square on their front torso
and rear torso. This is the military kill zone. Only shots to this area and headshots will count as kills. Any
other shots will count only as field wounds. Another variation would be medic rules.

   %


 
 
    
A reenactment of an assault force attempting to overcome a defensive position.

  
1. A start line will be established at one end of the field. This is the assaulting force's HQ.
2. A finish line will be established at the opposing end of the field. This is the defensive force's HQ.
3. Two neutral respawn points will be placed in the center of the field, but on opposing sides of the
field (think North and South or West and East)
4. A 45 minute time limit will be in place and infinite respawns should be allowed.
5. The assaulting force must carry their flag from their respective HQ to the defensive force's HQ.
6. If a flag carrier is shot, the flag is dropped at that point. Another assault team member must pick it
up to push forward with the assault.
7. The defense is not allowed to touch the flag.
· If time expires, the defense team wins the round.

 O!

 
 
    
A night time special ops mission where Team Alpha must infiltrate Team Bravo's parameter to disable
their comms.
  
1. A single lantern (capable of at least a 30ft radius of light) is placed in a predetermined location.
2. Team Bravo will be tasked with defending the perimeter of the light as it is preferable to being
stationed within the light source for targeting reasons.
3. Team Alpha may start anywhere, as long as the start point is roughly 150ft from the light source.
4. A 45 minute time limit will be in place.
5. Team Alpha's objective is to remove the light source (i.e comms) that Team Bravo is defending.
Either by removing the lantern from its location or simply turning it off.
6. If time expires, Team Bravo wins the round.
 Velocities should be adjusted accordingly due to the close quaters and limited visibilty of this
mission.

%



 
 
    
This is a great way to play if you only have 4-16 players and a relatively square field. Each team of 1-4
players(alpha, bravo. charlie, and delta) deploys to one of the four corners of the field. In the dead
center of the field is the obective(it can be whatever you want to use to suit your theme, a flag, a
briefcase, whatever. The goal is to return the oblective to your deployment.

  
1. The objective holder must reach his deployment area alive
2. Each team starts in one of the four corners of the field
3. There are no respawns
4. There is a 20 minute time limit, if the objective is unrecovered then it becomes an elimination round


 
This can be done on any size field to accomodate the amount of players. One variation is to allow teams
alpha and delta, who deply opposite each other, to go on the whistle while Bravo and Charlie(also
deploy opposite each other, have a 30 second delay. This allows the later deploying teams to seal off
return routes if alpha and bravo recover the objective in the beginning...or joint the firefight for the
objective.



"

 
 
    
This is a team effort type of game to dominate the battlefield. Objective of the game is to conquer all
the players and become one great empire!
  
1. Each team has their set of players. Depending on the number of players, there can be up to 10
teams.
2. Each team starts in one of the starting bases. If not enough bases, pick an area on the field.
3. There are no "kill zones" or "respawn" points.
4. One a player has been hit, the player must stand still and raise his marker into the air.
5. In order for the dead player to be brought back into the game, a team must him back in. The said
player is no longer on the former team he was with. He is now "captured" by the tagged team. It
only takes one person to tag a dead player in.
6. This game goes until either a set time limit has been reached or until there is only one team left.


 
This game can range from players of 4 to unlimited number of players and number of teams is
determined by the size of the field and players. This is a fast action packed type of scenario and can have
up to a good 10 teams. Time limit can be used to prevent overexhaustion and create challenges to
create a bigger team.

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