| Re: Game variations... Scenario Title: Bunker Wars Scenario Summary and Objectives: Opposing fortresses are within firing range of each other and limited resources are available. Whichever team can outlast the other wins the round. Rules:
1. The round will begin with even teams.
2. Each player is only allowed a single regulation hopper of paint. No additional pods allowed on the field.
3. Paint sharing is allowed and recycling paint (dropped paint, etc) is up to the discretion of the player.
4. The player is out of the game if they have a gun malfunction, run out of usable paint or is otherwise shot out of the game (per pre-agreed upon hit rules).
5. There will be a neutral boundary down the center of the field that neither team is allowed to cross. The bunkers should be set up within adequate firing distances from each other. Variations/Modifications: There can be a 45 minute time limit in effect if the player count is too high. This is an excellent opportunity for grenade usage or mortar rounds. Medics and commanders can also be implemented. Scenario Title: Paranoia Scenario Summary and Objectives: During a skirmish, a spy has infiltrated the team's ranks and has been tasked an assignment, typically assassination of the commander. Rules:
1. Any game variation can be used, but typically team deathmatch with each team having a respective commander is the easiest to play.
2. A deck of cards is typically used to split teams randomly.
3. You may have one or two spies. Typically, Jokers are used for Spy cards. Each joker card will be pre-written for Red or Black teams. Commanders will have a King card assigned. Aces can be used for medics if no pre volunteers.
4. Cards are given out, face down. Each player is only concerned with which team they are on (red or black) with exception to medics and commanders. They will announce themselves, but not show each other their respective cards. Spies are to simply state which team they are on, but NOT that they are spies, however, commanders and medics will state their position. Neither team will know who the spies are. They are legitimate combatants as far as the overall game is concerned.
5. With assassination, the spy must be able to eliminate the commander from a safe distance (typically no less then 10 feet) with a marker shot and then must be able to flee the area (typically a ONE minute survival rate...if the spy can survive for more then one minute after the assassination, the other team wins the round).
6. The commander MUST be accompanied by at least one teammate at all times. If he is left alone, the game is over and the other team wins. Variations/Modifications: One spy can be as effective as two in regards to paranoia. Scenario Title: Last Man Standing Scenario Summary and Objectives: An all vs all assault. Rules:
1. A deck of cards is typically used to assign order of entry.
2. The player with the lowest card (ace) will enter the field first. 45 seconds later, the next highest card drawn will enter the field, and so forth.
3. Although "hiding" is not mandatory, each player must be at least 20ft away from any other player before the round begins.
4. The highest card drawn will enter the field last. This person will call "Game On!" upon entering the field to signal the beginning of the round.
5. Upon being shot out, participants should take note of how many people are left on the field to faciliate end of game call out. Variations/Modifications: n/a Scenario Title: Mystery Team Variation Scenario Summary and Objectives: Standard Game rules with variation. For this example, a 12 man group will be used. 12 envelopes, containing 12 color armbands (6 of red, 6 of blue) will be each placed in their own respective sealed envelope. All 12 team members will be handed an random envelope. The game in this example is Capture the Flag. All 12 team members head out to the field and are space at least 40ft from the next nearest person.
When the round starts, everyone will open their envelopes and pull out their arm bands. Once the armband is placed, they immediately begin playing the round from where they are located. Rules:
1. The envelopes must be mixed randomly.
2. Each player must be at least 40ft from the next available player.
3. Round begins, you have a 15 second count to done your armband before firing commences. Variations/Modifications: NA as this is a game play variation Scenario Title: Convoy Scenario Summary and Objectives: Team Alpha has been tasked with a moving a precious cargo convoy to a pre-chosen location. In their possession are three crates (ice coolers). Team Bravo has been tasked in stopping this convoy and intercepting its contents. Rules:
1. A destination location is pre-chosen prior to game play.
2. Alpha team must have at least 2 people more then Bravo team.
3. Each team will start at opposite sides of the field, with the destination location favoring Team Bravo’s starting location.
4. The crates must always remain within 15ft of the next following crate, so Alpha team must move the crates in a convoy fashion.
5. Once the crate has been placed in its designated location, the game is over and Team Alpha wins the round.
6. If Bravo Team inhibits the convoy from reaching their destination or succeeds in disbanding the convoy, Team Bravo wins the round. Variations/Modifications: Crates can always be filled with extra ammo, weaponry and medic rules may be applied to the convoy team. Scenario Title: Decoy Scenario Summary and Objectives: Team Bravo has been tasked with a detonating a pre-chosen location. In their possession are three crates (ice coolers). One crate contains a timed explosive. The other two crates contain dummy explosives. Team Alpha is tasked in stopping the terrorist threat and disabling the bomb before detonation occurs. Rules:
1. A detonation target/location is pre-chosen prior to game play.
2. Alpha team must have at least 2 people more then Bravo team.
3. Each team will start at opposite sides of the field, with the detonation target/location favoring Team Alpha’s starting location.
4. The bomb will be placed in a random crate, unknown to Team Alpha and timer set.
5. Once the crate has been placed in its designated location, the game is over and Team Bravo wins the round.
6. If Alpha Team disables the bomb (by acquiring the crate and removing the bomb from within) or the bomb detonates before it is set in its location, Team Bravo loses the round. Variations/Modifications: Another variation can place a valuable object within the crate instead of a bomb. If Team Alpha shoots the crate (typically accidentally), then the object is destroyed and Team Bravo wins the round.
Last edited by MFCT : 12-19-2006 at 07:28 PM.
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