THE JAIL
GAME
An area
is designated as the jail. It is exactly half way between the two team's
starting points. If any player, of any team,
is
eliminated, he must immediately move to the jail. He will remain in the
jail until one of his team mates enters the jail and tags
him.
Once he
is tagged, he is instantly alive, he is able to return fire, be hit again,
or even tag other members of his team. He must make
an
attempt
to leave the jail as soon as possible.
An
eliminated player in the jail may call out for a rescue or say anything he
wants in this game. The only time a "live" player
may enter the jail is specifically to rescue one or more of
his own players. No player may purposely shoot through the jail at any
time.
At
times a large flow of cross-fire through the jail may occur accidentally
and players must be cautioned never to remove their goggles, even
partially,
while in the jail. The game is won by eliminating the other
team, collecting them in the jail, leaving no one to come to the
rescue.
Strategies: This game is usually won, or lost, in the first thirty
seconds of the game. Which ever team controls the jail, can rescue their
own players, and meanwhile prevent the opposition from rescuing theirs. If
your team controls the jail, you will always be out in full-force while
the opposition will start to accumulate in the jail. Once the jail has
been secured, detachments can be sent out to hunt down the remaining
opposition players still at large.
ATTACK
AND DEFEND
One team
is placed in an easily defensible area. They are limited in their
movements and must stay in the area of their
defense.
They are
defending their flag, hanging well within their defensive positions. In
order for the attacking forces to win,
they must pull off the flag. It is not necessary to carry
or move the flag, but simply pull it off the string without being
eliminated.
Strategies: The attacking forces must maneuver aggressively to win.
Since the defenders will know the attack is
coming
and will have a lot of players watching, it is better to run from cover to
cover rather than try to sneak up closer.
If
possible, a human wave attack can be used successfully in this type of
game, but are difficult to organize.
Once a
weakness is found, or created, in the defense, it is important to exploit
the weakness immediately, before the defense can be
reorganized.
ELIMINATION
The
object is to simply eliminate the other team from play. There is no flags
or flag stations in this game.
Whichever team successfully eliminates the other team completely,
wins. In the case of a time limit on the game,
which ever team has eliminated more of their opposition,
wins.
Strategies: It is a big advantage to keep
your entire team together, as one large force.
This
will help to minimize friendly fire and to maximize the attacking force of
the team. If the opposition divides himself
into
smaller forces, your large force will be able to attack them one by one,
easily over powering their weaker numbers.
If your
team is spread out in the heavy bush , the use of code words can be used to reduce friendly
fire.
FOX & HOUNDS
A few foxes and singled out and identified by differing
armband configuration. The rest of the players are all hounds. The ratio
of foxes to hounds should be at least 10:1. The foxes are released first
and are given a short head start. The hounds are then released to hunt
down the foxes. For the foxes to win, at least one of them must survive
the stated time period. For the hounds to win, they must hunt down all of
the foxes within the stated time limit.
Strategies: The foxes should split up and attempt to hide. If the
hounds bypass them in their search, this will open up the opportunity for
the foxes to strike from behind, severely reducing the number of hounds,
then disappearing once again. The hounds should try to search the field in
one wide sweep, leaving no unsearched areas in their pass. If a fox is
discovered, try not to let him out of sight as he will disappear once
again and the search will have to start all over.
Protect the
President
1. Protect the President
Teams: 2
Time limit:
10 minutes
Before you begin, elect one player to be the President.
He's got a difficult task ahead of him - reach the Landing Zone within the
strict time limit, and avoid the Terrorists who are out to kill him, with
only a pistol to protect himself. Thankfully he's not alone... The
President's team of bodyguards must get him to the LZ using any means
necessary, even at the cost of their own lives.
Objectives -
Counter-Terrorist
No matter what the
circumstances, hand-to-hand combat is NOT allowed!
Hide each players gun somewhere and that player has to
find his own gun using a map, make paths cross, and limit playing
area.
Let's
go find some rockets!!
9. Let's go find some
rockets!!
Teams: 2 Time Limit: 20 minutes or less!
This game is best
played in an urban setting. The scenario is that, the terrorists have
captured some nuclear missles and are planning to launch them onto a
civillian populated area unless their demands are paid. However, Special
Forces have been sent in on a covert mission to remove the guidance chips
from the missles or destroy the terrorist threat before the launch. Note
that in this game, both teams are unaware of the other teams
objectives.
Objectives: CT
Seek out the rocket/s and remove the
guidance chip/s. (If you've got rockets then CTs can remove the rocket
engines from them secretly without the T's knowing this.
or/Elliminate
all of the Terrorists.
Once the guidance chips have all been removed,
return to the LZ to win the game. Note that ALL remaining CT's must get to
LZ.
Objectives: Terrorists
Defend the base for the time
limit.
Elliminate any enemy threats.
Note that the Terrorists do not
know that the CT's have the objective to deactivate the
missles.
Rules
Once a missle has been deactivated, it cannot be
reactivated.
CT's win if they elliminate all T's or deactivate all
missiles and return to their LZ safely.
T's win if they can defend the
base for the time limit or if they elliminate all CT's
T's should be
given strict boundaries to keep to, no further than 20m away from their
base or something.
The game is a draw if all missles are deactivated
but at least 2 CT members do not make it back to the LZ alive or within
the time limit.
Extras If you do have proper toy rockets, then they can
be launched safely if the T's win.
Written by Iceman, Squad X
Have bottle rockets, firecrackers, and MU bombs placed throughout
the terrorist base. Don’t let the terrorists know which ones have to be
deactivated.
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