Airsoft game type variations

In airsoft, there are many different variations on method of play. Fundamentally, airsoft is a game played within a reasonably large predetermined area where the objective is to hit the adversary. It is generally accepted that when a player is hit, they will declare it, usually by raising their gun in the air, and shouting something similar to, "Hit!" or, "Out!" They will then leave the area and go to a set "regeneration point" or sit/lie down, "dead in place", depending on the specific rules of the match. Depending on the rules, players may remain "dead" until another player tags them. Since airsoft pellets are not intended to leave any visible marks on clothing, determining hits is usually based on an honor system. See Comparisons with paintball.
Major game variations
Below are the most common and basic of airsoft game variations. For more variations, see Other example game variations.
Medic
Medic is a large scale game with the main objective of death-match or team domination. The only difference is there is a medic that remains unarmed, or only with a pistol, and no extra ammo to carry or receive from other players. If one player gets hit they must lay down and remain down. They can use their weapons to defend themselves, or they may not be able to, it is your preference. Then when the medic is notified they can run to the "downed" player and "heal" them, this brings them back into the game. The medic should be protected at all times, the other team will be trying to hit that team's medic, because once the medic is hit he can not be saved or brought back into the game. If the medic is "killed" that team can still continue the game, but will not be able to be saved if they get hit. Once everyone from the opposing team is out the remaining team wins. This could be a long version of a game, so it is a good idea to carry a lot of ammo with you.
Team Deathmatch
Team deathmatch, or TDM is a basic way to play airsoft. Two teams play each other;if you get hit you go back to the Respawn point. You also need to keep track of all the kills you get. At the end of the match, players combine all of their kills, and the team having more kills wins.
Capture the Flag
Two teams play against each other and try to take the other team's flag or flags back to their own base. The teams' flags can not be hidden but are placed on an open area. The flag has to be carried so that it is 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 upon elimination before the flag can be taken again. You can play multiple rounds of capture the flag, or one game per round.
Flag Tag
A free for all game. There is one flag in the beginning. The goal is to grab it and hold until time runs out e.g. 10 minutes. If the flag carrier is shot, he drops the flag where he is and goes to a respawn point and the flag is up for grabs again. The game ends when time runs out and who ever is holding the flag, wins
King of the Hill
A portion of the players barricade themselves on a hill or in a 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.
Sniper
One player using a sniper rifle or bolt action rifle has two minutes to hide. The rest of the players must find him. When they find him, they must shoot him. Once shot, the sniper has to be escorted back to a certain checkpoint. The sniper can run away at any moment, but if shot again, the sniper loses. If the sniper gets away and stays alive for two more minutes, the game starts over.
Escort/President
One team has to escort an unarmed (or in some cases, a very lightly armed) person to a certain location or objective point to win. There is another team which tries to kill the escort or the whole team. Usually the attacking team hides while the escort team travels along a normal path. A suggestion is to play block-to-block (in a city) or in a wooded area with a path or paths, or in a ravine or ditch.
Speed, or CQB (close-quarters battle)
Indoor versions of many games. Often played in a big house or in many houses. They also can be in a small wooded area. Handguns and low-end electrics are normally used.
Fortress
One-fourth of the players baricade themselves in a small area and the rest of the larger team must eliminate everyone inside the fortress. The game ends when either team is eliminated.
Another variant of the game is where about four-five players (depending on how many you have) barricade themselves inside of a house with a "captive". The rest of the team members outside must break in and rescue the "captive", arming him with their own weapon, and escort him safely to a certain point outside. You can make it a little more exciting by adding a time limit, such as a microwave timer inside the house. This simulates a bomb going off, or another crisis.
Save One Bullet
A fourth of the players barricade themselves in a defended position. Those players are only allowed one mid or low capacity magazine to fight the other players who are as well-armed as they want. The players who have less ammunition need to have a very good place to defend such as a house, bunker, or trench.
Risk
There are four teams. Red, Blue, Green and Yellow. There are six posts to capture by simply changing the color to your teams color. The idea is to capture all six posts in 20 minutes. Two teams can be comrades (i.e. Red and Blue vs Green and Yellow). If shot, players go back to a friendly post. The game ends when all posts are captured or when time expires. The team(s) with the most posts wins.
Border Patrol
This is Much like "Crossing the Border" except more tactical and realistic. There are two teams, the USBP (United States Border Patrol) and one team are the Mexicans. There is a center line on the field, preferably a wooded area with some kind of path, in which the USBP patrols constantly. The Mexicans have to cross that line either without being detected or without being shot. If Mexicans are seen on the Mexican side by the USBP, they are obligated to shoot them. Once all the Mexicans are in America, all the Mexicans/USBP are dead, or time runs out, the game is over. Each player on the field has one life and no respawns. Mexicans may only have a side arm with maximum 2 magazines, while the USBP can have any weapon of choice with any desired amount of ammunition.
MilSim
MilSim (Military Simulation) generally combines airsoft play with some military live action role-playing elements.
Another aspect of MilSim-style airsoft gaming that ties into the live action element is the desire for players to look and feel the part they are playing. Hence, MilSim-style games may have uniform or clothing requirements specific to the scenario.
Re-enactment
On occasion, Airsoft games will be played in which the structure and/or conditions are designed to emulate a specific real-world battle as a form of historical or modern reenactment, depending on the historical period. This type of play can vary from a simple skirmish emulating a small-scale battle (like that of Pegasus Bridge) to a full reenactment of the Battle of Mogadishu or the Battle of the Bulge.
For earlier historical eras such as that of World War II, equipment restrictions may be imposed on players for some historical accuracy. This may include restricting players to the use of replica firearms that were available during the historical battle. To include players without the correct airsoft guns, organizers may set up rules restricting them to semi-automatic fire or restricting the amount of ammunition they may carry (to better simulate firearm performance of that era and ensure equal capability among players).
How closely the historically-based air soft game replicates the historical battle is up to the game organizer. Sometimes a historic battle will merely be inspiration for the structure of a standard skirmish, while sometimes the players may be actual reenactors seeking another way to enjoy their hobby. More recent discussion has occurred on how loosely a game can incorporate Mil Sim features and still be considered a Mil Sim game (See Mil Sim above).
V.I.P
In this variant, there are two teams and both have one "V.I.P". The V.I.P has a pistol only. The V.I.P has three lives, while everyone else has one. Teams should be even (ex. four on four). Other players may use any guns they choose. The objective is to eliminate the V.I.P. Players should protect the V.I.P because there is no respawning and if vulnurable, the V.I.P can't defend himself with only a pistol.
Game modifiers
It is often the case that specialized rules are implemented to introduce certain tactical or strategic elements to game play. These can vary widely from game to game.
Examples of popular game rule modifiers include:
;Close Range: If a player taps his opponent in a vital area(i.e. the chest), it is the same as being hit with a gun. This simulates knife kills.
;Medics: Selected players are able to heal the wounded or, revive the "dead" team mates, who must usually stay "dead" in place until they are "healed". Dead players may be allowed to crawl for a certain amount of time to a medic if they were shot in the leg.
;Weapon hits: Sometimes players are required to switch to their side arm if they take a hit to their primary weapon, in contrast to normal play, where a hit to a player's equipment is the same as a hit to their body.
;Ammo limits: Restrictions are made on the amount of ammo available per each team, player, base or round of play.
;Mercy rules: Players who sneak up on opponents, or have come within a close distance of the opposing player (a close-range shot with many airsoft weapons will deliver a very painful hit), are given the option of eliminating them without firing by simply calling out, "surrender" or "mercy." However, some players do not abide by these surrender rules, so it is still an option to "light up" the oblivious player.
;Prisoner: If put into a situation where one man must surrender they must drop there guns and be taken prisoner by the opposing team. Who ever put the player into this situation may then take and use the other players gun. The player who is a prisoner may try and escape, but if shot dies.
Respawn
Once you have died you may respawn after the end of a game or if a medic has "tended to your wounds." There is also, depending on the game, a "spawn point." A spawn point is a certain object in your base you need to walk to in order to start playing again instead of waiting for a medic, because if the medic gets hit, then you can not come back in until the next round.
Other example game variations
There are many possible variations in airsoft games, some more specific than others. While there are likely to be many specialized or preferred game variations within each community of airsoft players, several of the more common ones are listed below.
Terminator
This is a some what uncommon game type. There is the terminator team, which is comprised of a single person. Then the human team is made up of everybody else. The objective of this game type is for the human team to shoot and hit the terminator enough times that the terminator decides to quit. While the terminator is allowed to be hit as many times as he/she would like, often times the terminator gives up because of the pain. The human team is only allowed to be hit once, and if a human team members is eliminated then the terminator is permitted to use that humans weapon if he/she wishes to.
Assassin
Each player writes down their name and places it into a basket so the names can be drawn at random. Every player draws a name out of the hat and the persons name they draw is their target. The only person that a player may shoot is their assigned target. Once that player "hits" his target he takes his targets designated target and attacks him. Gameplay proceeds in this fashion until only one person is standing.
The Infected
There are two teams and the infected team begins with one or three players (depending on how many people are playing). One begins as the infected. Everyone else as humans. Anyone whom the infected eliminates becomes an infected and switches teams. When an infected player is eliminated, he is out for the round. The game ends when either team is completely eliminated.
Civil War
A team deathmatch game except players have roles and a certain gun for that role:
Scout- Spring or gas pistol.
Three infantrymen- Shotguns
Sniper- Sniper rifle or any gun with a scope
Grenade man- carries smoke bombs or airsoft grenades and uses a spring gun
Heavy Weapons man- Electric gun on full auto.
The game ends when either team is eliminated.
Full Contact
Players can tackle and attack players by physical means. This variation is almost exclusive to groups of friends as it would not be feasible for commercial locales or large gatherings to allow physical contact. (It is actually forbidden in most game rules). Players may use moves similar to wrestling or sports such as that to take down enemies without causing any bodily harm.
Police Shootout/Cops and Robbers
Players only use pistols (preferably gas blow- backs) in order to reenact the gun fights experienced by law enforcement on the streets. These are very quick matches and may be set up in a scenario like using a vehicle that has been "pulled over", or a robbery.
Another version to play a cops/robbers game variant is that there are 2 evenly divided teams who's spawn is at opposite sides of the playing field, the cops and robbers. The cops have to search down the robbers and escort them to a designated "prison" on the field. The cop can shoot the robber for any reason he feels appropriate such as disobeying him. Robbers on the other hand, can't shoot a gun a single time during the game, instead they can tag the cop, simulating a knife. Each player has one life so if a cop shoots a robber the robbers out and if a robber tags a cop the cop is out. The objective of the game is for the cops to get all the robbers in jail. Robbers though can escape from the jail at their own risk of getting shot. cops are only allowed shotguns and pistols. Robbers can use any gun to "melee" gently the cop, but can never shoot it.
Fort Wars
There are two teams. Each team has their own fort with a flag in it. The goal is for each team to replace the opponets flag with their own team's flag. Up to three players can guard the flag. If shot, the players go to the enemy jail, including the flag guards. The only way to get out of jail is to be tagged by a teammate. The first team to set their opponent's flag into their fort wins.
Turf Wars
There are two teams and each team is given a unique set of six flags (e.g. blue and red colored flags). Six posts are arranged in the field. The objective of the game is for each team to attempt to secure as many of the six posts as possible within a set time limit (e.g. ten minutes). A post is secured when a player plants his team's flag there or when a player replaces the opposing team's flag with his own. If a player is shot, he must return to the respawn point. When time is up, the team possessing the most posts wins the game.
Crossing the Border
There are two teams: The American team and the Mexican team of 2 or 3 players. The idea is for the Mexicans to get from Point A to Point B and back. The Mexicans may use a shield of some sort. The Mexican team have five lives. Americans have unlimited lives. Each time an American hits a Mexican, The Mexican loses one life. Game ends when all Mexicans are eliminated or when the Mexican team reaches the border and gets back to their starting point.
Special Forces
This small game is a bit like MilSim. A team of four is the Special Forces team. A team of eight or more is the Bad Guy team. The Special Forces team must eliminate all Bad Guys in five minutes.
The Special Forces can use (for weapons): M16, M4, MP5, M24, G36c, Masada or PDW (Personal Defense Weapon.) Bad Guys can use (for weapons): AK-47, Sig 552, SVD, AK-74.
(NOTE: you do not have to use these weapons, they are just what these groups would be likely use as weapons.)
Ambush
Also known as "Return Fire". A small group of snipers must eliminate as many infantry troops as possible (occasionally the entire force) before the main force reaches the end of a designated path, which they are confined to, whereas the snipers may move about as they wish.
Demolitions
In this game there are two bases, and an object to represent a satchel charge. The satchel charge is placed in the middle of the field between the two bases. One team begins in each base. The goal is to take the charge to the enemy's base. When the charge reaches the enemy's base and remains untouched by the enemy for two minutes (depending on rules), the enemy loses. If the charge carrier is eliminated anyone can pick up the charge.
Hostage Rescue
There are two teams: the Guards and another team divided into the Hostages and the Rescuers. The hostages are typically placed in different locations. The rescue team can carry extra weaponry to the hostages. The hostages can attempt to flee, but are then subject to elimination.
Officers
There are two teams, and one team has an officer. The other team hides in thick terrain with sniper rifles or assault rifles. When the attacking team sees the officer they fire. The teams should be heavily weighted to the defense, especially if the attacking team has automatic weapons, because the attacking team is hidden and hard to defeat. Often the objective of the defending team is to transport the officer safely from one location to another, so the attacking team loses if each of them is killed, or if the officer safely reaches the objective.
Traitors
A Capture the Flag variation. The judges discreetly choose one player from each team that is given both teams' team-markers. The adjudicators inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for five minutes the traitors may change team anytime they choose.
Manhunt
A voluntary player is the prey and the rest of the players are the hunters. The prey wins if he can reach a specified place within the time frame. The hunter that shoots the prey wins. The hunters may not shoot each other. This variation is popular for night games. The huntee may have an automatic while the hunters have pistols to make it fair.
Prison Break
A small team of players (the prisoners) shall travel through an area that is guarded by the majority of players. The prisoners may not have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner. In some versions of the game however, there may also be a small team to help the prisoners escape.
In another variation of the game, there are many guards all of whom are armed with pistols or shotguns, and one or two prisoners. Inside the "jail", the guards can hide a gun for each prisoner. The prisoners may escape without the guns, or they may choose to find them. The prisoners must escape to a certain point without being shot. If they are shot, they are dead, and the game is over. If the prisoner shoots all the guards, they automatically win.
Commando Raid
A small group is the commandos. The rest of the players are divided to guard the objectives. Each objective should be guarded by the same amount of guards as there are commandos. The commandos are taken to a small zone outside the game area. This is their insertion and extraction point. Then they must try to bring three or more items to the extraction point without being hit and the other players must stop the other team from collecting the items and reaching the extraction point. Commandos may only have one full magazine of ammo and a pistol, while the bad guy team may use as much ammo as they want.
Hunter(s)
One person (or people) volunteers to be the hunter(s). You have multiple hunters if there are eight or more people playing, depending on how you would like to play. They get to choose any weapon(s) he (they) would like to use (it can be anyone’s weapon). The hunter(s) goes out into the playing area and hides all of the other weapons, except his (their) own. This is done while all of the other people are somewhere where they can not see where the hunter(s) is hiding the weapons. Then the rest of the players have a certain amount of time (determined before the game starts) to find a weapon before the hunter(s) is allowed to come into the playing field. For example; the players have 30 seconds to find a weapon. After the 30 seconds are up the hunter(s) comes in and everyone is fair game for him, whether they have a weapon or not. If the hunter(s) is (are) eliminated, the team wins. If the hunter(s) eliminates everyone else, he wins.
Paratroopers
One-quarter of the players are the paratroopers and are blindfolded and taken out to their "Drop Zone". At the drop zone (or there can be multiple drop zones for more tactical gameplay). The paratroopers are given a simple map over the area. (The paratroopers have to rendezvous with each other.) The other players are split to defend three objects in the area. The goal for the paratroopers is to "take out" an objective by stealing its flag and returning with the flag to the "pickup zone". When the judge at the "pickup zone" has the flag the paratroopers have 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.
S.W.A.T
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.
Trenches
A rectangular area about 50x125 meters is divided into ten 2x5 meter sectors. The two teams should start on the opposite short sides of the field. The team that controls the most sectors when the game ends, wins. It takes at least two players and no enemies in a sector to control it. The "flesh wound rule" is used.
Ninja vs. Soldier / Spy vs. Mercenary
A game type in which heavily-armed mercenaries/soldiers fight against spies/ninjas armed with airsoft knives (plastic) or pistols. The soldiers have no respawn and must survive a certain amount of time (10-20 minutes for most fun) and have no respawn while ninjas/spies respawn after one minute in a respawn zone. Note: Spy vs mercenary is normally played at night time with pistol-equipped spies while ninja vs. soldiers is played day or night with knife-equipped ninjas. Normal play time is limited to a maximum of 30 minutes.
Modifiers
* soldiers and mercenaries turn into other team
*Spies and ninjas stay dead
*Spies and ninjas stay dead but they have way more people on their team (e.g. 15 ninjas vs 4 soldiers)
*Spies and ninjas are invincible
*Mercenaries have a glowstick on their back and spies have to remove this to kill mercenaries
*mercenaries and soldiers are against each other and the ninja/spy team
Drag the Doll
A doll (stuffed and man-size) is in the middle of a square arena. The arena is open and flat, but with a lot of debris for cover. Each side is the start for a team of three to six players. The goal is to grab the doll and drag it to your side. This game is supposed to be intense and fast. It is, essentially, an arena version of Capture the Flag.
Black Hawk Down
This is a extremely popular type of play among the airsoft community derived from the film and book of the same name.
A small group of two to six players must remain in one small area and defend their lives and each others, against all the remaining players. The defending team should be better equipped. Attacking opponents should have superior numbers. The Defending team should also have limited ammo and more powerful sniper-like guns. Anyone on either team who is hit is down for the game. In this scenario, the smaller team is playing as the downed pilots.
Alternatively, the smaller team may start on the outskirts of the area and be ordered to move to an objective (the downed pilots/downed black hawk helicopter) that is deep within the other team's territory. The larger team defends against the smaller team. The larger team may or may not be aware where the objective (down pilots/black hawk) is. The smaller team may also use vehicles and be allowed to retreat and plan another attack. The idea is that the smaller team has a far off base and is actually attacking, trying to reach the objective within the enemy territory and extract with it (rescue the pilots). In this scenario, the smaller team is playing as the rescue force.
Also, there could be players playing as both the rescue force and the downed pilots. Deciding, before hand, whether the smaller team is allowed to communicate via radio with the downed pilots will drastically affect the game.
Back to Basic
A game where only spring pistols are allowed. Ammo can be limited.
In addition to variations in gameplay, players may also choose to decide upon other factors, such as what real-world or imaginary force each team/player is intended to represent, which can affect chosen weaponry or gear.
Even seasoned players may play in this variation when a full game is not possible or when they wish to play a game right away (as a full game is hard to set up).
Juggernaut
This game is similar to tag. During the game one person is the juggernaut. He has to try to kill the rest of the players.
The goal of the game is to be the last one standing. There is a twist though. If a player kills the juggernaut, the juggernaut is out and the other player becomes the juggernaut.
Zombie Hunt
Two teams are set up—zombies and zombie hunters. This game is best played in an urban (or suburban) setting. Zombie hunters get whatever weapons one may find at a gun store. Zombies get knives and poles, and can take 10-15 shots before respawning. Zombies get two (or more) respawns. If a zombie "kills" a hunter, then that hunter is automatically a zombie and can not use his/her gun. The game ends when all the zombies are dead or all the dead are zombies.
Stealth
One team is a stealth team and the other is the terrorist group. The stealth team can only shoot from behind the terrorists. The terrorist can shoot from any direction. The stealth only get handguns or any side arm. the terrorist gets a primary gun but no big snipers or gatling guns for those who just want to walk in and light you up! The stealth team should wear black to make it fun. Optionally the terrorists can use vehicles.
===Stop the "Nuke"===
If you or another person has a model rocket and all the necessary supplies to launch one,you can play this.
First, set up the rocket and prepare it for launch so that it can be launched right away.Red team (terrorists) has the nuke and a timer set for about 10 minutes.When it goes off, they may launch the rocket and they win.Blue team, however attempts to either eliminate the terrorists or capture the "Nuke" (the Model Rocket)so then blue team wins. (Blue team may also have a timer set for 10 minutes so that they can tell if red is cheating or not.
The basic concept is that red team tries to defend the rocket and blue team tries to capture it.
Crazy Cards
Each player is given 1 playing card. (Ace, King, Queen, etc.) Announce the cards to all players before the game begins. In this free for all game type, the objective is for a single player to collect all the cards. When a player "dies" he loses all of his cards to the player who killed him. The player can then continue playing after "respawning". The difficulty is finding players who have cards later in the game. First to collect all of the cards wins.
Vampire
One person (or group, usually no more than 3) starts as the vampire. The other group are the humans. Vampires have unlimited lives but once shot they must remain "down" for 30 seconds (counting out loud -except for the last 5 seconds- is best both for keeping people honest.) Vampires can either remain in place or in faster moving games the vampire can still move (and follow their prey) just with their gun in the air unable to shoot until the 30 seconds are up. Humans only have 3 lives, once they have been killed 3 times they are now converted into the vampire (humans can continue to move after being shot but cannot shoot for 10 seconds). The game should have a set time limit (20 to 30 minutes is good unless there are more than 15 players or the play area is very large) to allow the humans to have a chance to win. Any humans left at the end of the time are the winners. If everyone is converted to a vampire before the time ends, the vampire that got the last kill shot wins.
Vampires should stay at least 5 feet away for the humans while "down" or while the human is "down" thus ensuring the game is kept safe and people do not start to play to rough.
Night or indoor dark games - use a red glow stick (or light of some kind) for each person to indicate who is a vampire works best. Wearing it around the neck makes it so players can only tell a vampire from the front.
Daytime or games in lighted areas - use armbands or red flag or hats.
If a human shoots a human by accident the player who shot the other player loses a life.
If a vampire shoots a vampire nothing another than a retaliation shot back happens.
Endwar
For this, you need a medium to large group of people. This is a larger war game, with one person being a commander. The whole group (20 people or so) divide into two teams, with two-four squadrons per team, four-five people per squad. There is one commander per team, who is not allowed to leave a certain area of the playing field (a base or structure of some sort). The rest of the squadrons each have an officer. The officer is in charge of constantly contacting the commander and gathering orders. The commander has a map of the area, and gives tactical orders the whole time. The officer has a map and radio/cell phone. Squads can consist of AEGs, spring, pistol, or CO<sub>2</sub> guns. Basically anyone can be in a squadron together, but it is strategic to place AEGs with springs and pistols to balance your squads. When a common soldier gets hit, he can be healed by the officer (who doubles as a medic). The officer must wear some sort of patch to denote their rank. If a soldier is shot in the head, they go back to base (they are out until they touch a flag inside the base or the commander). If the officer is hit, he dies, and gives all his equipment to the next, second-in-command soldier. This new officer can contact the commander, but he cannot heal anyone. the original officer has to go back to the base and tag in, then run out and join his squad as a common soldier. The object of this game is, ultimately, to kill the opposing commander, but he should be well guarded.
ATV's and Vehicles- You can use ATVs, riding lawn mowers, bikes, or even longboards. The vehicles must be parked inside your base, and anyone can use them, not just a particular squad. Drive carefully, so you don't hit anyone.
Anti-Vehicle Weapons- It is difficult to find a good anti-vehicle airsoft gun, so use a Nerf Titan AS-V.1 rocket launcher, part of Unity Power System set. this is about $30, but well worth it. Basically if a vehicle gets hit with this, the driver and any passengers are dead, and the vehicle is destroyed (take out the keys, or tape some sort of sign to it).
Engineers- Basically, medics for vehicles. They go around like a normal soldier but they fix downed vehicles.
Artillery- You take a PVC potato cannon and put a whole ton of BB's into a circular cutout of fabric. Fold the fabric into the muzzle of the cannon. This results in a very long range, fairly accurate artillery piece. Using a wooden sawhorse works well. This is useful tool for an officer to call down artillery if they are being outnumbered.
Call of Duty style games
Search and Destroy
There are two teams evenly divided. One team defends targets A and B. The other team is equipped with a bomb (could be a box with a stopwatch or a cell phone/ipod with stopwatch on it). That teams objective is to get to either target A or target B, set the timer for one minute, and defend that target. Tape is placed at each target to be wrapped around the box three times. This can simulate the time taken to plant and defuse the bomb as in Call of Duty. Here are two choices: both teams each carry a walkie talkie, or use a blow horn. When the attacking team plants the bomb, they must either tell the other team over the radio or blast the blow horn. The defending team defuses the bomb by tearing off the tape, and stopping the timer before time runs out. You have one life per round. There are three rounds until halftime. At half, teams switch sides, and first team to four wins, wins the match.
Sabotage
This game is very similar to Search and Destroy. There is a bomb, but both teams want to get it. Once a team has it, they now want to plant it at the other team's base. Each player has an unlimited amount of lives. When the games starts off, both teams know where the bomb is, but the teams do not know the location of the enemy team's base until they find the bomb. With the bomb is two maps, one for each team. The map shows each base and the rest of the playing field.
This games style can range from small teams(3 vs 3) to larger teams(8 vs 8 or higher if you like, but you need at least 6 people total.
Nazi Zombie
This is simply a modified variation of the "Infected" game listed above. It would work best if played in an urban setting such as a barn, house, etc... And it is played like this: Team 1 will be the survivors, and will be comprised of 2-4 team mates. Team 2 will be comprised of everybody else and will attack the enemy team in 'Waves' such as in the video game. The zombies are not allowed any weapons, and must simply touch one of the other teams members to 'kill' them. Any of the survivors who are downed must stay down for the rest of the round or wave of zombies and may respawn before the next wave. It is recommended that this game type is played with using low power weapons, but hey, if you want to use high powered sniper rifles and support guns, and everyone's okay with it, more power to you.
Mercenary Team Deathmatch
This is exactly like Team Deathmatch, with difference. Each team is picked at random by picking the two oldest players to be team captains and having them draw out a name from a hat one at a time.
Operation: Midnight Strike force
This is an airsoft of variant that is played at night.
There are two teams the Americans and the Terrorists. There is only one base and the Americans have it, the Terrorists try to take control of it. Alternatively, it could be any airsoft game at night
 
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