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  #11 (permalink)  
Old 02-13-2007, 03:28 PM
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Re: Game variations...

Ya these are great ideas
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Old 03-15-2007, 12:12 AM
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Re: Game variations...

I figured I'd bring this thread back from the dead. I recently stumbled across a poll talking about this. So here it is if anyone forgot where it is, and want to add to it. Oh and MFCT these games are some of the most creative ive ever seen.
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Old 03-29-2007, 03:55 AM
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Re: Game variations...

Game title: Marko Polo

This game is not for the squemish

Make a circle about 60 feet across. Roughly 30 feet from center to the outside.
One man stands in the middle, Blindfolded with a mask on of course. Anywhere from 4 to 12 or however many want to play. Like the original game when the person who is It/At the Center of the circle calls out Marko, The other players have to echo back Polo. He can not move off that point except the turn direction. All other players have to stay at fixed points at the outer ring. Once the center player thinks he has a player targeted he gets to take one shot. If he missis his shot then one player from the ring gets to take a shot back. THis person can be chosen at random or by having the center player point in a direction and the person colsest to that direction gets to fire. If ring players wish they can call each other out by directing the center player on the direction to fire. If the person in the center makes a hit then he trades places with the person he hit. New center player is blindfolded. Then the outside players change positions at random. Then the game starts again.
Variation, If the center player does not make a hit and cant take it anymore then he is out of the game. Can be played till last man standing if you can take that much punishment lol
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Old 05-08-2007, 11:04 AM
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Re: Game variations...

Scenario Title: The Terminator

Scenario Summary and Objectives:
The Terminator is back, and his new Mission is to Eliminate Bravo Team. Bravo Team's only chance is to destroy the Terminator.

Rules:
1. Alpha Teamis The Terminator, and he is alone.
2. Bravo Team is comprised of all remaining players.
3. The Terminator is designed for Combat. In order to Destroy it, you must hit it X amount of times (X = Number of Members on Bravo Team + 1).
4. Only Head Shots count as hits on the Terminator.

Variations/Modifications:
Many Variations can be used with this Scenario.
- The Terminator is limited to a Pump-Gun.
- The Terminator has 15mins to complete his mission.
- Bravo Team is running low on ammunition, limited to 200 rounds each.
- Bravo team is restricted to a certain pre-determined area or Bunker.
- Bravo team has a Medic within it's Squad (See Medic Rules Above).

Cautions:
- Taking multiple Head-Shots can be risky. It is recommended that the Terminator wear a Helmet (like the Opsgear Delta Helmet) or Full-Head Mask (like the JT Flex 8 Camo - Full Head Protection).
- A safeword should be established prior to game start. If the Terminator needs Bravo Team to cease-fire, the Safeword should be shouted loudly by the Terminator, then repeated by Bravo-Team members as they hear it (to ensure people actually stop shooting).
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Old 02-19-2008, 08:09 PM
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Re: Game variations...

I got atleast 3 or 4 really good ideas from this. Thanks!
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Old 07-01-2008, 12:59 AM
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Re: Game variations...

I found this in the archives of A5OG and thought I'd refresh it for new players and members like me. I was looking for something like this cause the guys I ball with are really looking for some new games besides capture the flag.
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Old 07-16-2008, 11:41 AM
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Re: Game variations...

We've toyed with a few medic variations...thought I'd post up.

Variation #1 (groups of 8-12):
One medic per team. Each medic will be provided 3-4 "med-kits" consisting of arm bands. A medic can heal a wounded (any hit above the collarbone counts as a headshot and is not healable) player. Each player can recieve a max of 2 armbands. Medics are allowed to heal themselves.

Variation #2: (groups of 12-16)
Two medics per team. Each medic will be provided 6-8 "med-kits" consisting of arm bands. A medic can heal a wounded (any hit above the collarbone counts as a headshot and is not healable) player. Each player can recieve a max of 3 armbands. Medics are allowed to heal themselves.

Variation #3 (groups of 16+):
Two medics per team, adding in more as needed. Each medic is provided a small notepad and a good pen. If a player is wounded, the medic will be within touching distance of wounded, write their name down in the notepad and tap them on the shoulder for "healing" back into the game. This variation is typically used on very large scenario games within an area that your traditional respawn points would be quite a distance away. We add in a house rule that if the medic loses their notepad or pen on the field, they are no longer a medic and the team has lost the medic permenantly for that round.


************************************************** ****

Even from personal experience, medics tend to work overtime during the round play, focusing more on keeping thier team alive then actually in the fight. Past healing, they will likely be playing a supressive, supporting role.

Thusly, finding medics easily can be rather difficult. We have come up with a viable solution that keeps the "medic" in the fight, but keeping a viable on field solution to those long respawn point walks

Variation #4: (groups of 12+)
One Field Surgeon (FS) per team. The FS will be provided a flag. This is considered a "mobile hospital", of which now becomes a mobile respawn point and can be deployed and redeployed by the FS at will. Each team in this variation will have a main HQ respawn point as well as their mobile hospital.

If the enemy is able to knock down the FS's flag, the mobile hospital is destroyed. The flag must be returned to HQ to be redeployed (again, by only the FS...no one else can redeploy the hospital but the FS). Any team member (typically already shot out and enroute back to HQ) can return the flag to the HQ.

The enemy is NOT allowed to move the downed flag, but can camp it from active players. FS's are NOT required to stay near the hospital, but tactics may require them to maintain a presence in the area in case redeployment is needed.
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Old 07-16-2008, 12:35 PM
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Re: Game variations...

Ctrl+D I'll post some games I've heard about when I got a bit of time.
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Old 07-16-2008, 12:51 PM
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Re: Game variations...

We play a variation of the president game slightly different. Typically, its a 5 vs 20 setting. 5 of the top players are chosen to be body guards and 1 to be the president. President is not permitted to use any marker. No restrictions on how close you have to be to the president. We've hidden the president across the field one time under some brush from the set perimeter to throw off the teams.

Only headshots count on the body guards and president. The other 20, standard elimination shots. 1 to the head for body guards and 2 to the head for the president.
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Old 07-16-2008, 01:08 PM
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Re: Game variations...

anyone ever played paintball poker?

each player draws a card from a deck (for large groups) Small groups take 5 & take off in different directions.

If you get shot put your card on the ground and walk away (If you have mult cards pick one at random). First player to that card claims it.
If you're out of cards you're out of the game.

set a time limit so there are still "live" players & whoever has the best poker hand wins.
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