How and Where to Play Airsoft

 

Back to basic:
This is one of Airsoft Games where only spring pistols is allowed. Ammo can be limited.

Last man standing:
All against all in a game often with limited time and area.

Terminate:
Two teams that fight against each other until time has run out or one team has been annihilated.

Capture the Flag:
Two teams play against each other and try to take the other team's flag back to their on base (flag). The flag has to be carried 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, if the Flag carrier gets eliminated, before the Flag can be taken again.

Two bases one flag:
In this game there are two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begins in each base. To goal of this game is to take the Flag to the enemies' base. When the flag reaches the enemies base, the enemy loses. If the flag carrier is eliminated anyone can pick up the flag.

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 discreetly choose one player from each team that is given both teams' team-markers. Try to choose a player that hasn'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 team mates.

Manhunt:
A voluntary player is the prey and the rest of the players are the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters can't shoot each other.

Bounty Hunters:
An everyman for himself game, where each player is issued a team-marker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminated team marker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the team marker himself. Team-forming is not allowed and the formers are disqualified. Game time should be at least one hour and the winner is the player with the most markers.

Wanted, Preferred Dead:
A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners can't have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner. Time limit is somewhere between 30 minutes to many hours.

Commando Raid:
A small group is the commandos. The rest off the players is divided to guard the objectives. The defender goes out to the field and begins to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction. Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they can't win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they have taken the Flag from the objective they should leave the "Flag" at the "Drop Zone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.

Paratroopers:
Two teams are divided. 1/4 of the players are the Paratroopers and they're blindfolded and taken out to their "Drop Zone". At the drop zone they're given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" an objective by stealing its Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers has 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.

Hostage rescue:
Two teams are again divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponry to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.

SWAT terrorist elimination:
Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings are preferred for this variant.

Killing house:
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.

Assassins:
Two players have to eliminate a specific player and reach their insertion point before the time limit is exceeded.

Killing of the Officers:
There are two teams, and each team has an Officer. The goal is to eliminate the other team's Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers can't move.

King of the Hill:
1/3 of the players barricade themselves on a hill or 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. The hill should offer quite a bit of cover on its slopes.

Zombies:
This is another Team vs. Team game, but all the eliminated players go to a third start point. When three eliminated players have reached that point, they form a zombie team and can play again. The new zombie team fights 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 50x125 m 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 controls most sectors when the game ends, wins. It takes at least 2 men and no enemies in a sector to control it. The flesh wound rule is used.

Drag the doll:
A doll (stuffed and man-size, should weigh at least 40 kg) 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 grab 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.

CQB (Close Quarter Battle):
Indoor versions of many games. Often played in a big house or in many ho




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