Post by shaq on Apr 15, 2008 20:23:13 GMT 8
Here's a tip on some scenarios that we use...
its like having a cheat code
SCENARIOS
1. SKIRMISH (2 WAY)
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• Pax 6 to 100
• 10 mins
2. SKIRMISH (3 WAY)
• All 3 sides should be equal
• Starting at 3 ends with equal distance ex: all 3 entrances
• Pax 15 to 100
• 15 mins
3. LOCATE AND PLANT THEM BOMB
• Both sides should be equal
• Starting at 2 ends with equal distance
• Hide the bomb in the middle but do not inform the teams
• Explain where they should plant the bomb ex: the rock
• Pax 25 to 100
• 20 mins
4. LOCATE AND PLANT THEM BOMB with a TWIST
• Both sides should be equal
• Starting at 2 ends with equal distance
• Hide the bomb in the middle but do not inform the teams. Add 1 more team to protect the BOMB
• Explain where they should plant the bomb ex: the rock. Add 1 more team to protect the planting area.
• Pax 25 to 100
• 20 mins
5. V.I.P. CROSSING
• Escorts should be double the size of the assasins
• Explain where they will start and where they should bring the VIP to win. Ex: start at the rock then if they reach room 2 they accomplished their mission
• Pax 40 to 100
• 20 mins
6. DEFEND WITH OBJECTIVE
• Identify the objective ex: BOMB - Bombs – Anthrax – WMD weapons of mass destruction
• Defending team should be half the size of the assaulting team
• Designate areas for defend for example rooms 1 to 10. Then assaulting team will start from room 22.
• Pax 30 to 100
• 20 mins
7. SKIRMISH WITH OBJECTIVE
• Identify the objective ex: BOMB and place it in the middle of both teams. The first team to retrieve and return the bomb to their base wins
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• Pax 6 to 100
• 15 mins
8. THE HUNDTED (AKA SEARCH AND DESTROY)
• 1 team will be 8 to 10 players. All the rest are the other team.
• The rogue teams gets a head start of 90 seconds to RUN AND HIDE in any area they choose
• The assaulting teams objective is to search and eliminate all players of the opposing team
• Pax 30 to 100
• 10 mins
9. THE ROCK (AKA HOSTAGE)
• Hostage takers are half the size of the rescuing team
• Hostage team will designate a player to be their Hostage and they will be given a certain area to start from ex: room 22 until the rock.
• Rescue team will locate and try to rescues the HOSTAGE. If the hostage is shoot – GAME OVER and the rescuers loose.
• Pax 40 to 100
• 20 mins
10. JACK BAUER (TRAITOR GAME)
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• Both teams will be assigned by the marshal (SECRETLY) to be jack bauer. He is the traitor and he can shoot his teammates after 5 mins
• Pax 30 to 100
• 15 mins
11. SPEEDBALL
• At the speedball room only
• Both sides should be equal
• Starting at 2 ends
• Pax 6 to 30
• 5 mins
12. MILSIM (SKIRMISH, PLANT THE BOMB, VIP)
• With limited BB’s (ex 1 mag each player)
• Follow the scenario above
13. PISTOL AND AEG GAME
• Divide two teams equally
• All players with Pistols will be in 1 group but they will also have team mates with AEGs
• All players with PISTOLS will deposit their primary weapon in a designated room (THE ARMORY) ex: room 12
• The team without pistols will defend the “surrounding area only” of the armory with only 1 mag each per player
• The assaulting teams objective is to enter the room with tier weapons and escape alive
• Pax 40 to 100
• 20 mins
14. PRISON BREAK
• Prisoners will start from one area ex: The rock
• The guards will be stationed by twos around the whole area and will stop the movement of the escaping prisoners
• The objective of the Prisoners is to reach the safe area alive
• Pax 40 to 100
• 20 mins
15. PRISON BREAK with A TWIST
• Prisoners will start from one area ex: The rock
• The guards will be stationed by twos around the whole area and will stop the movement of the escaping prisoners. They will also designate a warden and specify which room his office is.
• The objective of the Prisoners is to capture / eliminate the warden and reach the safe area alive
• Pax 40 to 100
• 25 mins
16. TREASURE HUNT
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• 5 treasures will be placed in various areas and their objective is to locate and collect as many as they can. (Treasures can be soft drink cans, etc)
• If a player collected a treasure and dies he will still hold on to the treasure. The team with the most treasure after time ends wins.
• Pax 40 to 100
• 15 mins
17. ALL HELL BREAKS LOSE
• 4 teams needed:
1st team Terrorist(10 persons) will defend their base and have a hostage,
2nd team SWAT(10 persons) will try to rescue,
3rd team (5 persons) will acts as mercenaries objective kill all and get the hostage and the cash/briefcase,
4ath team SUPPORT (10 persons) kill all terrorist and mercenaries as possible and rescue the hostage
• to start 1st team will be given 2 mins to hide and guard the hostage and have the briefcase, then 2nd team is given 10 MINS to get the HOSTAGE if not they lose automatically, then the 3rd team will proceed given 10mins only then if not successful they are still in the scenario they can either kill the 4rth team, last the 4rth team they can win by eliminating all 1st and 3rd team and rescue the hostage
• Pax 35 to 100
• 25 mins
18. MEDIC GAME
• Using the format of SKIRMISH each team will have a base ex: room 2 and room 20. Each side will have 1 medic to assist the dead team mate.
• If they have a dead team – he cannot move from his place and must sit down. The medic must physically touch the dead teammate to revive him.
• No respwan unless the medic touches you.
• If the Medic gets hit he may not be revived.
• Medic must be physically fit
• Pax 40 to 100
• 20 mins
19. THE CORE
• A Bomb is positioned in the center of the site ex: BIG HALLWAY
• 3 to 4 teams (opposing each other) coming from opposite directions must retrieve the bomb and return it to their base safely.
• If a player gets shot while carrying the flag, the dead player plants the flag where he got hit.
• No respawning.
• Pax 15 to 99
• 10 mins
20. LAST MAN STANDING
• Best used for the first or last game of the day
• Everyone against everyone.
• Give the players 60 seconds head start and then shout GO!
• Pax 4 to 40
• 5 mins
21. CAPRTURE THE FIRE BASE
• Based on a skirmish however both teams has a flag in their base.
• Objective is to capture your opponents flag and return it to your base
• Pax 20 to 100
• 20 mins
22. SWAT CLEARING
• A choosen few will be given time to occupy and hold any room they choose.
• The rest swat teams has to enter and clear all romms and locate the rogue team.
• Objective is to eliminate all rouge team members before time xpires
• Pax 30 to 100
• 20 mins
23. VIP CROSSING with a TWIST
• Escorts should be double the size of the assasins
• Explain where they will start and where they should bring the VIP to win. Ex: start at the rock then if they reach room 2 they accomplished their mission
• The twist is in the last minute a traitor that was pre assigned can shoot the VIP thus crating chaos
• Pax 40 to 100
• 20 mins
Killing of the Officers: Two teams, and each team has an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers cant move.
King of the Hill: 1/3 of the player barricades themself on a hill or relativly open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.
Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is choosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Gametime should be between 20-40 minutes.
Zombies: This is another Team vs Team game, but all the eliminated players go to a third start point. When three eliminated players has reached that point, they form a zombie team and can play again. The new zombie team fight 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 50x125m 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 controlls most sectors when the game ends, is the wins. It takes atleast 2 men and no enemies in a sector too control it. The flesh wound rule is used.
Drag the doll: A Doll (Stuffed and mansize, should weigh atleast 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 grap 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.
its like having a cheat code
SCENARIOS
1. SKIRMISH (2 WAY)
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• Pax 6 to 100
• 10 mins
2. SKIRMISH (3 WAY)
• All 3 sides should be equal
• Starting at 3 ends with equal distance ex: all 3 entrances
• Pax 15 to 100
• 15 mins
3. LOCATE AND PLANT THEM BOMB
• Both sides should be equal
• Starting at 2 ends with equal distance
• Hide the bomb in the middle but do not inform the teams
• Explain where they should plant the bomb ex: the rock
• Pax 25 to 100
• 20 mins
4. LOCATE AND PLANT THEM BOMB with a TWIST
• Both sides should be equal
• Starting at 2 ends with equal distance
• Hide the bomb in the middle but do not inform the teams. Add 1 more team to protect the BOMB
• Explain where they should plant the bomb ex: the rock. Add 1 more team to protect the planting area.
• Pax 25 to 100
• 20 mins
5. V.I.P. CROSSING
• Escorts should be double the size of the assasins
• Explain where they will start and where they should bring the VIP to win. Ex: start at the rock then if they reach room 2 they accomplished their mission
• Pax 40 to 100
• 20 mins
6. DEFEND WITH OBJECTIVE
• Identify the objective ex: BOMB - Bombs – Anthrax – WMD weapons of mass destruction
• Defending team should be half the size of the assaulting team
• Designate areas for defend for example rooms 1 to 10. Then assaulting team will start from room 22.
• Pax 30 to 100
• 20 mins
7. SKIRMISH WITH OBJECTIVE
• Identify the objective ex: BOMB and place it in the middle of both teams. The first team to retrieve and return the bomb to their base wins
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• Pax 6 to 100
• 15 mins
8. THE HUNDTED (AKA SEARCH AND DESTROY)
• 1 team will be 8 to 10 players. All the rest are the other team.
• The rogue teams gets a head start of 90 seconds to RUN AND HIDE in any area they choose
• The assaulting teams objective is to search and eliminate all players of the opposing team
• Pax 30 to 100
• 10 mins
9. THE ROCK (AKA HOSTAGE)
• Hostage takers are half the size of the rescuing team
• Hostage team will designate a player to be their Hostage and they will be given a certain area to start from ex: room 22 until the rock.
• Rescue team will locate and try to rescues the HOSTAGE. If the hostage is shoot – GAME OVER and the rescuers loose.
• Pax 40 to 100
• 20 mins
10. JACK BAUER (TRAITOR GAME)
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• Both teams will be assigned by the marshal (SECRETLY) to be jack bauer. He is the traitor and he can shoot his teammates after 5 mins
• Pax 30 to 100
• 15 mins
11. SPEEDBALL
• At the speedball room only
• Both sides should be equal
• Starting at 2 ends
• Pax 6 to 30
• 5 mins
12. MILSIM (SKIRMISH, PLANT THE BOMB, VIP)
• With limited BB’s (ex 1 mag each player)
• Follow the scenario above
13. PISTOL AND AEG GAME
• Divide two teams equally
• All players with Pistols will be in 1 group but they will also have team mates with AEGs
• All players with PISTOLS will deposit their primary weapon in a designated room (THE ARMORY) ex: room 12
• The team without pistols will defend the “surrounding area only” of the armory with only 1 mag each per player
• The assaulting teams objective is to enter the room with tier weapons and escape alive
• Pax 40 to 100
• 20 mins
14. PRISON BREAK
• Prisoners will start from one area ex: The rock
• The guards will be stationed by twos around the whole area and will stop the movement of the escaping prisoners
• The objective of the Prisoners is to reach the safe area alive
• Pax 40 to 100
• 20 mins
15. PRISON BREAK with A TWIST
• Prisoners will start from one area ex: The rock
• The guards will be stationed by twos around the whole area and will stop the movement of the escaping prisoners. They will also designate a warden and specify which room his office is.
• The objective of the Prisoners is to capture / eliminate the warden and reach the safe area alive
• Pax 40 to 100
• 25 mins
16. TREASURE HUNT
• Both sides should be equal
• Starting at 2 ends with equal distance ex: RM 3 vs. RM 22 or 1 hallway against the other hallway
• 5 treasures will be placed in various areas and their objective is to locate and collect as many as they can. (Treasures can be soft drink cans, etc)
• If a player collected a treasure and dies he will still hold on to the treasure. The team with the most treasure after time ends wins.
• Pax 40 to 100
• 15 mins
17. ALL HELL BREAKS LOSE
• 4 teams needed:
1st team Terrorist(10 persons) will defend their base and have a hostage,
2nd team SWAT(10 persons) will try to rescue,
3rd team (5 persons) will acts as mercenaries objective kill all and get the hostage and the cash/briefcase,
4ath team SUPPORT (10 persons) kill all terrorist and mercenaries as possible and rescue the hostage
• to start 1st team will be given 2 mins to hide and guard the hostage and have the briefcase, then 2nd team is given 10 MINS to get the HOSTAGE if not they lose automatically, then the 3rd team will proceed given 10mins only then if not successful they are still in the scenario they can either kill the 4rth team, last the 4rth team they can win by eliminating all 1st and 3rd team and rescue the hostage
• Pax 35 to 100
• 25 mins
18. MEDIC GAME
• Using the format of SKIRMISH each team will have a base ex: room 2 and room 20. Each side will have 1 medic to assist the dead team mate.
• If they have a dead team – he cannot move from his place and must sit down. The medic must physically touch the dead teammate to revive him.
• No respwan unless the medic touches you.
• If the Medic gets hit he may not be revived.
• Medic must be physically fit
• Pax 40 to 100
• 20 mins
19. THE CORE
• A Bomb is positioned in the center of the site ex: BIG HALLWAY
• 3 to 4 teams (opposing each other) coming from opposite directions must retrieve the bomb and return it to their base safely.
• If a player gets shot while carrying the flag, the dead player plants the flag where he got hit.
• No respawning.
• Pax 15 to 99
• 10 mins
20. LAST MAN STANDING
• Best used for the first or last game of the day
• Everyone against everyone.
• Give the players 60 seconds head start and then shout GO!
• Pax 4 to 40
• 5 mins
21. CAPRTURE THE FIRE BASE
• Based on a skirmish however both teams has a flag in their base.
• Objective is to capture your opponents flag and return it to your base
• Pax 20 to 100
• 20 mins
22. SWAT CLEARING
• A choosen few will be given time to occupy and hold any room they choose.
• The rest swat teams has to enter and clear all romms and locate the rogue team.
• Objective is to eliminate all rouge team members before time xpires
• Pax 30 to 100
• 20 mins
23. VIP CROSSING with a TWIST
• Escorts should be double the size of the assasins
• Explain where they will start and where they should bring the VIP to win. Ex: start at the rock then if they reach room 2 they accomplished their mission
• The twist is in the last minute a traitor that was pre assigned can shoot the VIP thus crating chaos
• Pax 40 to 100
• 20 mins
Killing of the Officers: Two teams, and each team has an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers cant move.
King of the Hill: 1/3 of the player barricades themself on a hill or relativly open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.
Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is choosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Gametime should be between 20-40 minutes.
Zombies: This is another Team vs Team game, but all the eliminated players go to a third start point. When three eliminated players has reached that point, they form a zombie team and can play again. The new zombie team fight 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 50x125m 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 controlls most sectors when the game ends, is the wins. It takes atleast 2 men and no enemies in a sector too control it. The flesh wound rule is used.
Drag the doll: A Doll (Stuffed and mansize, should weigh atleast 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 grap 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.