Back to basic:
This is one of
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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