Game Types

Game Types

Unless otherwise specified, all games below operate on the principle of one-hit eliminations.  Have a great game idea?  Let us know!

Team Deathmatch

Team Deathmatch is played by two evenly divided teams.  Last man standing wins the game for his team.  15-minute time limit.

Capture The Flag

Capture The Flag is played by two evenly divided teams.  A flag is centrally located in the tower.  Whichever team can successfully bring the flag back to their spawn point wins.  Flag-runners who are shot must drop the flag, which remains in play.  One member from each team is selected to defend the flag against their opposing team.  The flag defenders can not shoot each other, and can not capture the flag - they are for defensive purposes only.  Defensive players can be eliminated through friendly fire, so maintain fire discipline!  20-minute time limit.

Traitor

Traitor is played by two evenly divided teams.  Players from Team A and Team B receive a ticket from a numbered pair.  The remaining ticket goes into a container for each team.  Team A chooses a ticket from Team B's container, and vice versa.  The numbers are read aloud, and the players with those numbers then become traitors to their team.  Traitors do not announce their status, and as such, risk being eliminated by the team they attempt to defect to.  Teams must guard intelligence (a manila envelope with a red or blue stripe), which must be in the open at all times.  The first team to capture their opponent's intel, with or without help from their traitor, wins the match.  20-minute time limit.

Resupply

Resupply is played by two evenly divided teams.  Two members of the defense team station themselves in the tower with no more than 300 BBs each.  Their team members must supply them with additional magazines in either a weighted ammo crate or two weighted ammo cans before the tower assault team captures the tower.  The tower assault team can not enter the tower, or use grenades or BB showers.  Only direct hits count.  The tower assault team can fire through the tower door.  The game ends when the tower assault team captures the tower, or the defense team successfully repels the assault for the game duration.  20-minute time limit.

VIP Escort

VIP Escort is played by two evenly divided teams.  The escorting team will escort a VIP player, wearing a blaze orange vest (and may optionally be carrying a pistol), from a designated start point to a designated destination.  The vest may not be removed from the VIP for the duration of the game, and the protection detail may not move any faster than walking speed.  The VIP can be hit from any source of fire, however, the VIP has three respawns.  When hit, the VIP will sit on the ground for 30 seconds while the protection detail forms a perimeter.  After 30 seconds, the detail can continue on.  The game ends when the VIP is eliminated or successfully escorted to their destination.  20-minute time limit.

POW Rescue

POW Rescue is played by two evenly divided teams. An unarmed POW is voluntarily handcuffed and/or blindfolded/shrouded (for optional realism) and kept guarded in the tower.  The POW may not leave the tower until rescued, and both the handcuffs and blindfold are removed by the rescuing force (if used).  The rescuing force must attempt to extract the POW to their starting area.  Whoever has positive control of the POW at the end of the match wins.  20-minute time limit.

Downed Crew (a.k.a. Downed Pilot)

Downed Crew is played by two evenly divided teams.  A one- or two-man unit (pilot and navigator) have been shot down and are located between a hostile force and their teammates, but closer to their reinforcements.  The downed crew cannot move any faster than walking speed.  The downed crew may only carry pistols.  First to capture, or rescue, the downed crew wins.  20-minute time limit.

Enemy Sniper

Enemy Sniper is played by two uneven teams.  One or two players, with appropriate weapons (spring- or gas-powered sniper rifles, and optional pistols) have 10 minutes to stake themselves out in the playing field.  A search-and-destroy force is sent to locate, close with, and eliminate the snipers.  The game ends when either both snipers have been eliminated, the search and destroy force is eliminated, or time runs out.  If at least one sniper remains at the end of the time limit, the snipers win.  30-minute time limit.

Takeover

Takeover is played by two evenly divided teams.  The defending team splits it's force to maintain positive control of both the forward blockhouse and the tower.  The assaulting force attempts to eliminate the enemy and gain control.  The game ends when the assaulting force eliminates the defending team, or time expires.  20-minute time limit.

Fugitive

Fugitive is played by two uneven teams.  An unarmed fugitive has 5 minutes to run into the woods and hide.  Five minutes after the fugitive's disappearance, a search party enters the woods to track them down.  The search party must wear blaze orange or red "dead rags" to increase the ability of the fugitive to spot his seekers.  The fugitive is allowed to "overtake and dispatch" a member of the search party if he can sneak up on them and tap them on the shoulder.  At that point, the fugitive can appropriate the seeker's weapons.  The game ends when the fugitive lasts 15 minutes without being shot and/or re-captured, or is shot or captured.  20-minute time limit.

Bomb Defusal

Bomb Defusal is played by two evenly divided teams.  A terrorist team has planted, and is guarding a "bomb" in one of the blockhouses, or the tower.  The location of the bomb will not be known to the assaulting team.  The "bomb" is an alarm timer inside a locked box or briefcase.  The key to the box will be kept with a random member of the terrorist team, in either their cargo pocket, or a vest pouch.  Once assigned, the keyholder cannot change.  No other locations (including hiding the key on the field) will be allowed.  The game ends when the "bomb" timer runs out, or the assaulting team has retrieved the key, opened the case, and "disarmed" (turned off) the "bomb."  Once hit for the first time, each terrorist must wait to be searched for the key.  Each player on each team has 3 respawns available, and if hit, must return to their starting location and count to 10 before returning to play.  45-minute time limit.